效果:
VSH:
#ifdef OPENGL_ES
precision mediump vec2;
precision mediump float;
#endif
// Attributes
attribute vec3 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
// varyings
#ifdef GL_ES
varying vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
varying vec4 v_fragmentColor;
void main()
{
gl_Position = CC_PMatrix * vec4(a_position,1.0);
v_texCoord = a_texCoord;
v_fragmentColor = a_color;
}
FSH:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 resolution;
//uniform float blurRadius;
vec4 blur(vec2 p)
{
vec4 col = vec4(0);
vec2 unit = 1.0/resolution;
float r = 10.0;
float nCount = 0.0;
for (float x = -r; x < r; ++x) {
for (float y = -r; y < r; ++y) {
float weight = (r-abs(x)) * (r-abs(y));
col += texture2D(CC_Texture0,p + vec2(x*unit.x,y*unit.y))*weight;
nCount += weight;
}
}
return col / nCount;
}
void main(void)
{
gl_FragColor = blur(v_texCoord);
}