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https://github.com/EsotericSoftware/spine-runtimes.git
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[cocos2d-x] Ported new tint black shader. See #1003.
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@ -227,6 +227,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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Color4F color;
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Color4F color;
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Color4F darkColor;
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Color4F darkColor;
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float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
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AttachmentVertices* attachmentVertices = nullptr;
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AttachmentVertices* attachmentVertices = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
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@ -317,6 +318,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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darkColor.g = 0;
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darkColor.g = 0;
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darkColor.b = 0;
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darkColor.b = 0;
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}
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}
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darkColor.a = darkPremultipliedAlpha;
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
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// skip rendering if the color of this attachment is 0
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// skip rendering if the color of this attachment is 0
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@ -482,7 +484,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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} else {
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
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@ -498,7 +500,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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}
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}
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} else {
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} else {
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@ -528,7 +530,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.r = (GLubyte)(darkCopy.r * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.g = (GLubyte)(darkCopy.g * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.b = (GLubyte)(darkCopy.b * 255);
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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} else {
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} else {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
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@ -540,7 +542,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.r = (GLubyte)darkColor.r;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.g = (GLubyte)darkColor.g;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.b = (GLubyte)darkColor.b;
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vertex->color2.a = 1;
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vertex->color2.a = (GLubyte)darkColor.a;
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}
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}
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}
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}
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}
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}
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@ -143,8 +143,8 @@ varying vec2 v_texCoord;
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void main() {
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void main() {
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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float alpha = texColor.a * v_light.a;
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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.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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);
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);
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