[cocos2d-objc] Ported new tint black shader. See #1003.

This commit is contained in:
badlogic 2017-09-30 09:48:31 +02:00
parent f9245031a6
commit 3f242450cf
2 changed files with 5 additions and 5 deletions

View File

@ -88,7 +88,7 @@ void main() {
vec4 texColor = texture2D(texture, v_texCoord); vec4 texColor = texture2D(texture, v_texCoord);
float alpha = texColor.a * v_light.a; float alpha = texColor.a * v_light.a;
gl_FragColor.a = alpha; gl_FragColor.a = alpha;
gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
} }
); );

View File

@ -192,7 +192,7 @@ static bool handlerQueued = false;
unsigned short* triangles = 0; unsigned short* triangles = 0;
int trianglesCount = 0; int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0; float r = 0, g = 0, b = 0, a = 0;
float dr = 0, dg = 0, db = 0; float dr = 0, dg = 0, db = 0, da = _premultipliedAlpha ? 1 : 0;
for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
spSlot* slot = _skeleton->drawOrder[i]; spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue; if (!slot->attachment) continue;
@ -336,7 +336,7 @@ static bool handlerQueued = false;
dark.r = dr; dark.r = dr;
dark.g = dg; dark.g = dg;
dark.b = db; dark.b = db;
dark.a = 1; dark.a = da;
for (int i = 0; i * 2 < verticesCount; i++, verts++) { for (int i = 0; i * 2 < verticesCount; i++, verts++) {
spColor lightCopy = light; spColor lightCopy = light;
spColor darkCopy = dark; spColor darkCopy = dark;
@ -353,7 +353,7 @@ static bool handlerQueued = false;
verts->z = vertex.position.z; verts->z = vertex.position.z;
verts->w = vertex.position.w; verts->w = vertex.position.w;
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; 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;
verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24; 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;
} }
} else { } else {
@ -366,7 +366,7 @@ static bool handlerQueued = false;
verts->z = vertex.position.z; verts->z = vertex.position.z;
verts->w = vertex.position.w; verts->w = vertex.position.w;
verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24; verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24; verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(da * 255)) << 24;
verts->u = uvs[i * 2]; verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1]; verts->v = 1 - uvs[i * 2 + 1];
} }