/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2011 Ricardo Quesada * Copyright (c) 2012 Zynga Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ const char* ccETC1ASPositionTextureGray_frag = STRINGIFY( \n#ifdef GL_ES\n precision mediump float; \n#endif\n varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { vec4 texColor = texture2D(CC_Texture0, v_texCoord); texColor.a = texture2D(CC_Texture1, v_texCoord).r; texColor.rgb *= texColor.a; // premultiply alpha channel texColor = v_fragmentColor * texColor; gl_FragColor.rgb = vec3(0.2126*texColor.r + 0.7152*texColor.g + 0.0722*texColor.b); gl_FragColor.a = texColor.a; } );