axmol/core/renderer/shaders/dualSampler_gray.frag

49 lines
1.7 KiB
GLSL

/*
* 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* dualSampler_gray_frag = R"(
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
void main()
{
vec4 texColor = texture2D(u_tex0, v_texCoord);
texColor.a = texture2D(u_tex1, 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;
}
)";