CCEffect %{ techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none properties: texture: { value: white } alphaThreshold: { value: 0.5 } }% CCProgram vs %{ precision highp float; #include #include in vec3 a_position; in vec4 a_color; #if USE_TINT in vec4 a_color0; #endif in vec2 a_uv0; out vec2 v_uv0; out vec4 v_light; #if USE_TINT out vec4 v_dark; #endif void main () { mat4 mvp; #if CC_USE_MODEL mvp = cc_matViewProj * cc_matWorld; #else mvp = cc_matViewProj; #endif v_uv0 = a_uv0; v_light = a_color; #if USE_TINT v_dark = a_color0; #endif gl_Position = mvp * vec4(a_position, 1); } }% CCProgram fs %{ precision highp float; uniform sampler2D texture; in vec2 v_uv0; in vec4 v_light; #if USE_TINT in vec4 v_dark; #endif #include void main () { vec4 texColor = texture2D(texture, v_uv0); #if CC_USE_ALPHA_ATLAS_TEXTURE texColor.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r; #endif vec4 finalColor; #if USE_TINT finalColor.a = v_light.a * texColor.a; finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; #else finalColor = texColor * v_light; #endif ALPHA_TEST(finalColor); float gray = 0.2126 * finalColor.r + 0.7152 * finalColor.g + 0.0722 * finalColor.b; gl_FragColor = vec4(gray, gray, gray, finalColor.a); } }%