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[cocos2d-objc] Ported new tint black shader. See #1003.
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@ -88,7 +88,7 @@ void main() {
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vec4 texColor = texture2D(texture, v_texCoord);
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float alpha = texColor.a * v_light.a;
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gl_FragColor.a = alpha;
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gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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);
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@ -192,7 +192,7 @@ static bool handlerQueued = false;
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unsigned short* triangles = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float dr = 0, dg = 0, db = 0;
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float dr = 0, dg = 0, db = 0, da = _premultipliedAlpha ? 1 : 0;
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for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
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spSlot* slot = _skeleton->drawOrder[i];
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if (!slot->attachment) continue;
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@ -336,7 +336,7 @@ static bool handlerQueued = false;
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dark.r = dr;
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dark.g = dg;
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dark.b = db;
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dark.a = 1;
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dark.a = da;
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for (int i = 0; i * 2 < verticesCount; i++, verts++) {
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spColor lightCopy = light;
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spColor darkCopy = dark;
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@ -353,7 +353,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24;
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verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(darkCopy.a * 255)) << 24;
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}
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} else {
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@ -366,7 +366,7 @@ static bool handlerQueued = false;
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verts->z = vertex.position.z;
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verts->w = vertex.position.w;
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verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
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verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(da * 255)) << 24;
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verts->u = uvs[i * 2];
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verts->v = 1 - uvs[i * 2 + 1];
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}
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