mirror of https://github.com/axmolengine/axmol.git
commit
34cfcb0b54
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@ -34,6 +34,7 @@ namespace ShaderTest2
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static std::function<Layer*()> createFunctions[] =
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static std::function<Layer*()> createFunctions[] =
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{
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{
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CL(EffectSpriteTest),
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CL(EffectSpriteTest),
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CL(EffectSpriteLamp),
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};
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};
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static unsigned int TEST_CASE_COUNT = sizeof(ShaderTest2::createFunctions) / sizeof(ShaderTest2::createFunctions[0]);
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static unsigned int TEST_CASE_COUNT = sizeof(ShaderTest2::createFunctions) / sizeof(ShaderTest2::createFunctions[0]);
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@ -433,6 +434,77 @@ protected:
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}
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}
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};
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};
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class EffectNormalMapped : public Effect
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{
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public:
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CREATE_FUNC(EffectNormalMapped);
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static EffectNormalMapped* create(const std::string&normalMapFileName)
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{
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EffectNormalMapped *normalMappedSprite = new (std::nothrow) EffectNormalMapped();
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if (normalMappedSprite && normalMappedSprite->init() && normalMappedSprite->initNormalMap(normalMapFileName))
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{
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normalMappedSprite->autorelease();
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return normalMappedSprite;
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}
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CC_SAFE_DELETE(normalMappedSprite);
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return nullptr;
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}
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void setKBump(float value);
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void setLightPos(const Vec3& pos);
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void setLightColor(const Color4F& color);
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float getKBump()const{return _kBump;}
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protected:
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bool init();
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bool initNormalMap(const std::string&normalMapFileName);
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virtual void setTarget(EffectSprite* sprite) override;
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EffectSprite* _sprite;
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Vec3 _lightPos;
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Color4F _lightColor;
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float _kBump;
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};
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bool EffectNormalMapped::init()
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{
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initGLProgramState("Shaders3D/Normal.frag");
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_kBump = 2;
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return true;
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}
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bool EffectNormalMapped::initNormalMap(const std::string&normalMapFileName)
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{
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auto normalMapTextrue = TextureCache::getInstance()->addImage(normalMapFileName.c_str());
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getGLProgramState()->setUniformTexture("u_normalMap", normalMapTextrue);
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return true;
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}
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void EffectNormalMapped::setTarget(EffectSprite* sprite)
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{
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_sprite = sprite;
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getGLProgramState()->setUniformFloat("u_kBump", _kBump);
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getGLProgramState()->setUniformVec2("u_contentSize", Vec2(sprite->getContentSize().width,sprite->getContentSize().height));
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}
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void EffectNormalMapped::setKBump(float value)
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{
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_kBump = value;
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auto glProgramState = getGLProgramState();
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if(glProgramState) glProgramState->setUniformFloat("u_kBump", _kBump);
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}
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void EffectNormalMapped::setLightPos(const Vec3& pos)
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{
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_lightPos = pos;
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auto glProgramState = getGLProgramState();
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if(glProgramState) glProgramState->setUniformVec4("u_lightPosInLocalSpace", Vec4(_lightPos.x,_lightPos.y,_lightPos.z,1));
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}
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void EffectNormalMapped::setLightColor(const Color4F& color)
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{
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_lightColor = color;
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auto glProgramState = getGLProgramState();
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if(glProgramState) getGLProgramState()->setUniformVec3("u_diffuseL", Vec3(_lightColor.r,_lightColor.g,_lightColor.b));
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}
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EffectSpriteTest::EffectSpriteTest()
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EffectSpriteTest::EffectSpriteTest()
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{
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{
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@ -495,3 +567,79 @@ EffectSpriteTest::EffectSpriteTest()
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}
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}
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}
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}
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EffectSpriteLamp::EffectSpriteLamp()
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{
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if (ShaderTestDemo2::init()) {
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auto s = Director::getInstance()->getWinSize();
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_sprite = EffectSprite::create("Images/elephant1_Diffuse.png");
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//auto contentSize = _sprite->getContentSize();
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_sprite->setPosition(Vec2(s.width/2, s.height/2));
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addChild(_sprite);
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auto lampEffect = EffectNormalMapped::create("Images/elephant1_Normal.png");
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Vec3 pos(150,150, 50);
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_lightSprite = Sprite::create("Images/ball.png");
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this->addChild(_lightSprite);
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_lightSprite->setPosition(Vec2(pos.x, s.height- pos.y));
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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lampEffect->setLightColor(Color4F(1,1,1,1));
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lampEffect->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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lampEffect->setKBump(2);
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_sprite->setEffect(lampEffect);
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_effect = lampEffect;
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auto listerner = EventListenerTouchAllAtOnce::create();
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listerner->onTouchesBegan = CC_CALLBACK_2(EffectSpriteLamp::onTouchesBegan, this);
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listerner->onTouchesMoved = CC_CALLBACK_2(EffectSpriteLamp::onTouchesMoved, this);
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listerner->onTouchesEnded = CC_CALLBACK_2(EffectSpriteLamp::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listerner, this);
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}
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}
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void EffectSpriteLamp::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
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{
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for ( auto &item: touches )
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{
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auto touch = item;
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auto s = Director::getInstance()->getWinSize();
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Point loc_winSpace = touch->getLocationInView();
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_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
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Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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void EffectSpriteLamp::onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event)
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{
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for ( auto &item: touches )
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{
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auto touch = item;
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auto s = Director::getInstance()->getWinSize();
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Point loc_winSpace = touch->getLocationInView();
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_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
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Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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void EffectSpriteLamp::onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event)
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{
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for ( auto &item: touches )
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{
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auto touch = item;
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auto s = Director::getInstance()->getWinSize();
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Point loc_winSpace = touch->getLocationInView();
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_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
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Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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@ -59,5 +59,21 @@ protected:
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EffectSprite *_sprite;
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EffectSprite *_sprite;
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};
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};
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class EffectSpriteLamp : public ShaderTestDemo2
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{
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public:
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CREATE_FUNC(EffectSpriteLamp);
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EffectSpriteLamp();
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virtual std::string subtitle() const {return "Sprite Lamp effects";}
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//callback
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public:
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virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
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virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
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protected:
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EffectSprite *_sprite;
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Effect* _effect;
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Sprite* _lightSprite;
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};
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#endif
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#endif
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@ -0,0 +1,31 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform sampler2D u_normalMap;
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uniform float u_kBump;
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uniform vec4 u_lightPosInLocalSpace;
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uniform vec2 u_contentSize;
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uniform vec3 u_diffuseL;
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void main(void)
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{
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vec4 texColor=texture2D(CC_Texture0, v_texCoord);
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vec3 normal=texture2D(u_normalMap, v_texCoord).rgb;
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normal=normal*2.0-1.0;
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normal.y=-normal.y;
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if(u_kBump!=1.0)
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{
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//if the vertex.z mult kBump, then the normal.z should div kBump and re-normalize
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normal=vec3(normal.x,normal.y,normal.z/u_kBump);
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normal=normalize(normal);
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}
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vec4 curPixelPosInLocalSpace=vec4(v_texCoord.x*u_contentSize.x,(1.0-v_texCoord.y)*u_contentSize.y,0.0,1.0);
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vec4 lightDir=normalize(curPixelPosInLocalSpace-u_lightPosInLocalSpace);
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vec3 posToLight=-lightDir.xyz;
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float normDotPosToLight=max(0.0,dot(normal,posToLight));
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vec4 diffuse=vec4(normDotPosToLight*u_diffuseL,1.0);
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vec4 ambient=vec4(0.5,0.5,0.5,1);
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gl_FragColor=texColor*vec4(vec3(diffuse+ambient),diffuse.a);;
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}
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