mirror of https://github.com/axmolengine/axmol.git
fix opengl resource error
This commit is contained in:
parent
95e8212727
commit
ae4c8d9798
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// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
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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 vec2 blurSize;
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uniform vec4 substract;
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void main() {
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vec4 sum = vec4(0.0);
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sum += texture2D(CC_Texture0, v_texCoord - 4.0 * blurSize) * 0.05;
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sum += texture2D(CC_Texture0, v_texCoord - 3.0 * blurSize) * 0.09;
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sum += texture2D(CC_Texture0, v_texCoord - 2.0 * blurSize) * 0.12;
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sum += texture2D(CC_Texture0, v_texCoord - 1.0 * blurSize) * 0.15;
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sum += texture2D(CC_Texture0, v_texCoord ) * 0.16;
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sum += texture2D(CC_Texture0, v_texCoord + 1.0 * blurSize) * 0.15;
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sum += texture2D(CC_Texture0, v_texCoord + 2.0 * blurSize) * 0.12;
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sum += texture2D(CC_Texture0, v_texCoord + 3.0 * blurSize) * 0.09;
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sum += texture2D(CC_Texture0, v_texCoord + 4.0 * blurSize) * 0.05;
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gl_FragColor = (sum - substract) * v_fragmentColor;
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}
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// http://www.cocos2d-iphone.org
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#ifdef GL_ES
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precision lowp float;
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#endif
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varying vec2 v_texCoord;
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vec4 getColorByCoord(int y){
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if(y < 5){
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if(y == 0){
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return vec4(1,0,0,1);
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} else if(y == 1){
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return vec4(0,1,0,1);
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} else if(y == 2){
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return vec4(0,0,1,1);
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} else if(y == 3){
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return vec4(0,1,1,1);
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} else{
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return vec4(1,0,1,1);
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}
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} else {
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if(y == 5){
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return vec4(1,1,0,1);
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} else if(y == 6){
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return vec4(1,1,1,1);
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} else if(y == 7){
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return vec4(1,0.5,0,1);
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} else if(y == 8){
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return vec4(1,0.5,0.5,1);
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}else {
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return vec4(0.5,0.5,1,1);
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}
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}
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}
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void main(void) {
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// inline to prevent "float" loss and keep using lowp
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//int y = int( mod(( (gl_FragCoord.y+gl_FragCoord.x)*mod(CC_Time[0],5.0)) / 10.0, 10.0 ) );
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//int y = int( mod( CC_Time[3] + (gl_FragCoord.y + gl_FragCoord.x) / 10.0, 10.0 ) );
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int y = int( mod(gl_FragCoord.y / 10.0, 10.0 ) );
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gl_FragColor = getColorByCoord(y) * texture2D(CC_Texture0, v_texCoord);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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#ifdef GL_ES
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varying mediump vec2 v_texCoord;
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#else
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varying vec2 v_texCoord;
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#endif
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void main()
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{
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//gl_Position = CC_MVPMatrix * a_position;
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gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;
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v_texCoord = a_texCoord;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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//float u( float x ) { return 0.5+0.5*sign(x); }
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float u( float x ) { return (x>0.0)?1.0:0.0; }
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//float u( float x ) { return abs(x)/x; }
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void main(void)
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{
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float time = CC_Time[1];
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vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy;
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float a = atan(p.x,p.y);
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float r = length(p)*.75;
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float w = cos(3.1415927*time-r*2.0);
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float h = 0.5+0.5*cos(12.0*a-w*7.0+r*8.0);
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float d = 0.25+0.75*pow(h,1.0*r)*(0.7+0.3*w);
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float col = u( d-r ) * sqrt(1.0-r/d)*r*2.5;
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col *= 1.25+0.25*cos((12.0*a-w*7.0+r*8.0)/2.0);
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col *= 1.0 - 0.35*(0.5+0.5*sin(r*30.0))*(0.5+0.5*cos(12.0*a-w*7.0+r*8.0));
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gl_FragColor = vec4(
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col,
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col-h*0.5+r*.2 + 0.35*h*(1.0-r),
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col-h*r + 0.1*h*(1.0-r),
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1.0);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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void main(void)
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{
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float time = CC_Time[1];
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vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy;
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// animate
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float tt = mod(time,2.0)/2.0;
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float ss = pow(tt,.2)*0.5 + 0.5;
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ss -= ss*0.2*sin(tt*6.2831*5.0)*exp(-tt*6.0);
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p *= vec2(0.5,1.5) + ss*vec2(0.5,-0.5);
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float a = atan(p.x,p.y)/3.141593;
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float r = length(p);
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// shape
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float h = abs(a);
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float d = (13.0*h - 22.0*h*h + 10.0*h*h*h)/(6.0-5.0*h);
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// color
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float f = step(r,d) * pow(1.0-r/d,0.25);
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gl_FragColor = vec4(f,0.0,0.0,f);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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void main(void)
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{
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float time = CC_Time[1];
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vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy;
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vec2 cc = vec2( cos(.25*time), sin(.25*time*1.423) );
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float dmin = 1000.0;
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vec2 z = p*vec2(1.33,1.0);
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for( int i=0; i<64; i++ )
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{
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z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
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float m2 = dot(z,z);
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if( m2>100.0 ) break;
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dmin=min(dmin,m2);
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}
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float color = sqrt(sqrt(dmin))*0.7;
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gl_FragColor = vec4(color,color,color,1.0);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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void main(void)
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{
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vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy;
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p.x *= resolution.x/resolution.y;
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float zoo = .62+.38*sin(.1*CC_Time[1]);
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float coa = cos( 0.1*(1.0-zoo)*CC_Time[1] );
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float sia = sin( 0.1*(1.0-zoo)*CC_Time[1] );
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zoo = pow( zoo,8.0);
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vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
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vec2 cc = vec2(-.745,.186) + xy*zoo;
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vec2 z = vec2(0.0);
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vec2 z2 = z*z;
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float m2;
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float co = 0.0;
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for( int i=0; i<256; i++ )
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{
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z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
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m2 = dot(z,z);
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if( m2>1024.0 ) break;
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co += 1.0;
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}
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co = co + 1.0 - log2(.5*log2(m2));
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co = sqrt(co/256.0);
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gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0),
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.5+.5*cos(6.2831*co+0.4),
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.5+.5*cos(6.2831*co+0.7),
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1.0 );
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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void main(void)
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{
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vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy;
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float a = CC_Time[1]*40.0;
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float d,e,f,g=1.0/40.0,h,i,r,q;
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e=400.0*(p.x*0.5+0.5);
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f=400.0*(p.y*0.5+0.5);
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i=200.0+sin(e*g+a/150.0)*20.0;
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d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
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r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
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q=f/r;
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e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
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d=sin(e*g)*176.0+sin(e*g)*164.0+r;
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h=((f+d)+a/2.0)*g;
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i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
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h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
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h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
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i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
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i=mod(i/5.6,256.0)/64.0;
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if(i<0.0) i+=4.0;
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if(i>=2.0) i=4.0-i;
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d=r/350.0;
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d+=sin(d*d*8.0)*0.52;
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f=(sin(a*g)+1.0)/2.0;
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gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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varying vec2 v_texCoord;
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varying vec4 v_fragmentColor;
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uniform vec3 u_outlineColor;
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uniform float u_threshold;
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uniform float u_radius;
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void main()
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{
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float radius = u_radius;
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vec4 accum = vec4(0.0);
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vec4 normal = vec4(0.0);
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normal = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y));
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accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
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accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
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accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
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accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
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accum *= u_threshold;
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accum.rgb = u_outlineColor * accum.a;
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normal = ( accum * (1.0 - normal.a)) + (normal * normal.a);
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gl_FragColor = v_fragmentColor * normal;
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}
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = CC_PMatrix * CC_MVMatrix * a_position;
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v_fragmentColor = a_color;
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v_texCoord = a_texCoord;
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}
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = CC_PMatrix * a_position;
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v_fragmentColor = a_color;
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v_texCoord = a_texCoord;
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}
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 center;
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uniform vec2 resolution;
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void main(void)
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{
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float time = CC_Time[1];
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float x = gl_FragCoord.x - (center.x - resolution.x / 2.0);
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float y = gl_FragCoord.y - (center.y - resolution.y / 2.0);
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float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.;
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float mov1 = y / resolution.y / 0.2 + time;
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float mov2 = x / resolution.x / 0.2;
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float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time);
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float c2 = abs(sin(c1+sin(mov0/1000.+time)+sin(y/40.+time)+sin((x+y)/100.)*3.));
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float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
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gl_FragColor = vec4( c1,c2,c3,1.0);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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// Shader from here: http://www.iquilezles.org/
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 resolution;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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void main(void)
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{
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float time = CC_Time[1];
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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vec2 uv;
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float a = atan(p.y,p.x);
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float r = sqrt(dot(p,p));
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uv.x = r - CC_Time[2];
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uv.y = sin(a*10.0 + 2.0*CC_CosTime[0];
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vec3 col = (.5+.5*uv.y)*texture2D(tex0,uv).xyz;
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gl_FragColor = vec4(col,1.0);
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}
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// http://www.cocos2d-iphone.org
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attribute vec4 a_position;
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void main()
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{
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gl_Position = CC_MVPMatrix * a_position;
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}
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@ -638,7 +638,7 @@ var ShaderHeartTest = OpenGLTestLayer.extend({
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this._super();
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||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
var shaderNode = new ShaderNode("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Heart.vsh", ccbjs + "Shaders/example_Heart.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -678,7 +678,7 @@ var ShaderMandelbrotTest = OpenGLTestLayer.extend({
|
|||
this._super();
|
||||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
var shaderNode = new ShaderNode("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Mandelbrot.vsh", ccbjs + "Shaders/example_Mandelbrot.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -713,7 +713,7 @@ var ShaderMonjoriTest = OpenGLTestLayer.extend({
|
|||
this._super();
|
||||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
var shaderNode = new ShaderNode("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Monjori.vsh", ccbjs + "Shaders/example_Monjori.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -748,7 +748,7 @@ var ShaderPlasmaTest = OpenGLTestLayer.extend({
|
|||
this._super();
|
||||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
var shaderNode = new ShaderNode("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Plasma.vsh", ccbjs + "Shaders/example_Plasma.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -787,7 +787,7 @@ var ShaderFlowerTest = OpenGLTestLayer.extend({
|
|||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
|
||||
var shaderNode = new ShaderNode("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Flower.vsh", ccbjs + "Shaders/example_Flower.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -826,7 +826,7 @@ var ShaderJuliaTest = OpenGLTestLayer.extend({
|
|||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
|
||||
var shaderNode = new ShaderNode("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
|
||||
var shaderNode = new ShaderNode(ccbjs + "Shaders/example_Julia.vsh", ccbjs + "Shaders/example_Julia.fsh");
|
||||
this.addChild(shaderNode,10);
|
||||
shaderNode.x = winSize.width/2;
|
||||
shaderNode.y = winSize.height/2;
|
||||
|
@ -867,12 +867,12 @@ var ShaderOutlineEffect = OpenGLTestLayer.extend({
|
|||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
if(cc.sys.isNative){
|
||||
this.shader = new cc.GLProgram("Shaders/example_Outline_noMVP.vsh", "Shaders/example_Outline.fsh");
|
||||
this.shader = new cc.GLProgram(ccbjs + "Shaders/example_Outline_noMVP.vsh", ccbjs + "Shaders/example_Outline.fsh");
|
||||
this.shader.link();
|
||||
this.shader.updateUniforms();
|
||||
}
|
||||
else{
|
||||
this.shader = new cc.GLProgram("Shaders/example_Outline.vsh", "Shaders/example_Outline.fsh");
|
||||
this.shader = new cc.GLProgram(ccbjs + "Shaders/example_Outline.vsh", ccbjs + "Shaders/example_Outline.fsh");
|
||||
this.shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
|
||||
this.shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
|
||||
this.shader.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
|
||||
|
@ -943,7 +943,7 @@ var ShaderRetroEffect = OpenGLTestLayer.extend({
|
|||
this._super();
|
||||
|
||||
if( 'opengl' in cc.sys.capabilities ) {
|
||||
var program = new cc.GLProgram("Shaders/example_ColorBars.vsh", "Shaders/example_ColorBars.fsh");
|
||||
var program = new cc.GLProgram(ccbjs + "Shaders/example_ColorBars.vsh", ccbjs + "Shaders/example_ColorBars.fsh");
|
||||
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
|
||||
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
|
||||
program.link();
|
||||
|
|
|
@ -1,6 +1,12 @@
|
|||
// Resources prefix
|
||||
var s_resprefix = "";
|
||||
|
||||
var ccbjs = "";
|
||||
if (!cc.sys.isNative)
|
||||
{
|
||||
ccbjs = "../../js-tests/res/";
|
||||
}
|
||||
|
||||
var s_pathGrossini = "Images/grossini.png";
|
||||
var s_pathSister1 = "Images/grossinis_sister1.png";
|
||||
var s_pathSister2 = "Images/grossinis_sister2.png";
|
||||
|
@ -315,25 +321,25 @@ var g_s9s_blocks = [
|
|||
|
||||
var g_opengl_resources = [
|
||||
//preload shader source
|
||||
"Shaders/example_Outline.fsh",
|
||||
"Shaders/example_Outline.vsh",
|
||||
"Shaders/example_Blur.fsh",
|
||||
"Shaders/example_ColorBars.fsh",
|
||||
"Shaders/example_ColorBars.vsh",
|
||||
"Shaders/example_Flower.fsh",
|
||||
"Shaders/example_Flower.vsh",
|
||||
"Shaders/example_Heart.fsh",
|
||||
"Shaders/example_Heart.vsh",
|
||||
"Shaders/example_Julia.fsh",
|
||||
"Shaders/example_Julia.vsh",
|
||||
"Shaders/example_Mandelbrot.fsh",
|
||||
"Shaders/example_Mandelbrot.vsh",
|
||||
"Shaders/example_Monjori.fsh",
|
||||
"Shaders/example_Monjori.vsh",
|
||||
"Shaders/example_Plasma.fsh",
|
||||
"Shaders/example_Plasma.vsh",
|
||||
"Shaders/example_Twist.fsh",
|
||||
"Shaders/example_Twist.vsh",
|
||||
ccbjs + "Shaders/example_Outline.fsh",
|
||||
ccbjs + "Shaders/example_Outline.vsh",
|
||||
ccbjs + "Shaders/example_Blur.fsh",
|
||||
ccbjs + "Shaders/example_ColorBars.fsh",
|
||||
ccbjs + "Shaders/example_ColorBars.vsh",
|
||||
ccbjs + "Shaders/example_Flower.fsh",
|
||||
ccbjs + "Shaders/example_Flower.vsh",
|
||||
ccbjs + "Shaders/example_Heart.fsh",
|
||||
ccbjs + "Shaders/example_Heart.vsh",
|
||||
ccbjs + "Shaders/example_Julia.fsh",
|
||||
ccbjs + "Shaders/example_Julia.vsh",
|
||||
ccbjs + "Shaders/example_Mandelbrot.fsh",
|
||||
ccbjs + "Shaders/example_Mandelbrot.vsh",
|
||||
ccbjs + "Shaders/example_Monjori.fsh",
|
||||
ccbjs + "Shaders/example_Monjori.vsh",
|
||||
ccbjs + "Shaders/example_Plasma.fsh",
|
||||
ccbjs + "Shaders/example_Plasma.vsh",
|
||||
ccbjs + "Shaders/example_Twist.fsh",
|
||||
ccbjs + "Shaders/example_Twist.vsh",
|
||||
|
||||
"fonts/west_england-64.fnt",
|
||||
"fonts/west_england-64.png"
|
||||
|
@ -469,11 +475,6 @@ var g_fonts = [
|
|||
}
|
||||
];
|
||||
|
||||
var ccbjs = "";
|
||||
if (!cc.sys.isNative)
|
||||
{
|
||||
ccbjs = "../../js-tests/res/";
|
||||
}
|
||||
var g_extensions = [
|
||||
s_image_icon,
|
||||
s_extensions_background,
|
||||
|
|
Loading…
Reference in New Issue