update test 15:29

This commit is contained in:
tangziwen 2014-12-19 15:31:06 +08:00
parent 1bbe9e249d
commit 95bcfaaa3e
8 changed files with 20 additions and 20 deletions

View File

@ -103,7 +103,7 @@ static Layer* restartSpriteTestAction()
//------------------------------------------------------------------ //------------------------------------------------------------------
Sprite3DTestDemo::Sprite3DTestDemo(void) Sprite3DTestDemo::Sprite3DTestDemo(void)
: BaseTest() : BaseTest()
{ {
} }

View File

@ -173,7 +173,7 @@ protected:
float _outlineWidth; float _outlineWidth;
//weak reference //weak reference
EffectSprite3D* _sprite; EffectSprite3D* _sprite;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
EventListenerCustom* _backToForegroundListener; EventListenerCustom* _backToForegroundListener;
#endif #endif

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@ -1,7 +1,7 @@
#ifdef GL_ES #ifdef GL_ES
varying mediump vec2 TextureCoordOut; varying mediump vec2 v_texture_coord;
#else #else
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
#endif #endif
uniform vec4 u_color; uniform vec4 u_color;
@ -12,5 +12,5 @@ void main(void)
{ {
vec4 color = duration*vec4(0,0.8,0.4,1.0); vec4 color = duration*vec4(0,0.8,0.4,1.0);
//blend two texture //blend two texture
gl_FragColor = u_color*texture2D(CC_Texture0, vec2(TextureCoordOut.x- 2.0 * offset,TextureCoordOut.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(TextureCoordOut.x-offset,TextureCoordOut.y)).r*color; gl_FragColor = u_color*texture2D(CC_Texture0, vec2(v_texture_coord.x- 2.0 * offset,v_texture_coord.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(v_texture_coord.x-offset,v_texture_coord.y)).r*color;
} }

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@ -1,10 +1,10 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texCoord; attribute vec2 a_texCoord;
uniform float offset; uniform float offset;
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
void main(void) void main(void)
{ {
gl_Position = CC_MVPMatrix * a_position; gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord; v_texture_coord = a_texCoord;
TextureCoordOut.y = (1.0 - TextureCoordOut.y); v_texture_coord.y = (1.0 - v_texture_coord.y);
} }

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@ -1,8 +1,8 @@
#ifdef GL_ES #ifdef GL_ES
varying mediump vec2 TextureCoordOut; varying mediump vec2 v_texture_coord;
varying mediump vec4 v_position; varying mediump vec4 v_position;
#else #else
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
varying vec4 v_position; varying vec4 v_position;
#endif #endif
uniform sampler2D u_shadowTexture; uniform sampler2D u_shadowTexture;
@ -18,5 +18,5 @@ void main(void)
coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5f; coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5f;
coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5f; coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5f;
gl_FragColor = u_color*texture2D(CC_Texture0,TextureCoordOut)*texture2D(u_shadowTexture,coord); gl_FragColor = u_color*texture2D(CC_Texture0,v_texture_coord)*texture2D(u_shadowTexture,coord);
} }

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@ -1,12 +1,12 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texCoord; attribute vec2 a_texCoord;
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
varying vec4 v_position; varying vec4 v_position;
uniform mat4 u_model_matrix; uniform mat4 u_model_matrix;
void main(void) void main(void)
{ {
gl_Position = CC_PMatrix * CC_MVMatrix * a_position; gl_Position = CC_PMatrix * CC_MVMatrix * a_position;
TextureCoordOut = a_texCoord; v_texture_coord = a_texCoord;
TextureCoordOut.y = (1.0 - TextureCoordOut.y); v_texture_coord.y = (1.0 - v_texture_coord.y);
v_position = u_model_matrix * a_position; v_position = u_model_matrix * a_position;
} }

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@ -1,7 +1,7 @@
#ifdef GL_ES #ifdef GL_ES
varying mediump vec2 TextureCoordOut; varying mediump vec2 v_texture_coord;
#else #else
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
#endif #endif
uniform vec4 u_color; uniform vec4 u_color;
varying vec3 v_normal; varying vec3 v_normal;
@ -12,7 +12,7 @@ void main(void)
vec3 light_color = vec3(1,1,1); vec3 light_color = vec3(1,1,1);
vec3 normal = normalize(v_normal); vec3 normal = normalize(v_normal);
float diffuse_factor = dot(normal,-light_direction); float diffuse_factor = dot(normal,-light_direction);
vec4 diffuse_color = texture2D(CC_Texture0,TextureCoordOut); vec4 diffuse_color = texture2D(CC_Texture0,v_texture_coord);
if (diffuse_factor > 0.95) diffuse_factor=1.0; if (diffuse_factor > 0.95) diffuse_factor=1.0;
else if (diffuse_factor > 0.75) diffuse_factor = 0.8; else if (diffuse_factor > 0.75) diffuse_factor = 0.8;

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@ -1,12 +1,12 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texCoord; attribute vec2 a_texCoord;
attribute vec3 a_normal; attribute vec3 a_normal;
varying vec2 TextureCoordOut; varying vec2 v_texture_coord;
varying vec3 v_normal; varying vec3 v_normal;
void main(void) void main(void)
{ {
gl_Position = CC_MVPMatrix * a_position; gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord; v_texture_coord = a_texCoord;
TextureCoordOut.y = (1.0 - TextureCoordOut.y); v_texture_coord.y = (1.0 - v_texture_coord.y);
v_normal = CC_NormalMatrix *a_normal; v_normal = CC_NormalMatrix *a_normal;
} }