auto floor = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
//floor->setTexture("Sprite3DTest/plane.png");
auto glprogram = GLProgram::createWithFilenames("Sprite3DTest/test.vs.txt", "Sprite3DTest/test.fs.txt");
auto glprogramstate = GLProgramState::create(glprogram);
//floor->setGLProgramState(glprogramstate);
Texture2D* mix_tex = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/mix.png");
glprogramstate->setUniformTexture("mix", mix_tex);
Texture2D* tex1 = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/GrassGround.png");
glprogramstate->setUniformTexture("tex1", tex1);
Texture2D* tex2 = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/Ground02.png");
glprogramstate->setUniformTexture("tex2", tex2);
auto material = Material::createWithGLStateProgram(glprogramstate);
floor->setMaterial(material);
、、、、fs
uniform sampler2D mix;
uniform sampler2D tex1;
uniform sampler2D tex2;
void main()
{
vec4 clr_tex1=texture2D(tex1, TextureCoordOut);
vec4 clr_tex2=texture2D(tex2, TextureCoordOut);
vec4 clr_mix=texture2D(mix, TextureCoordOut);
gl_FragColor =clr_tex1*clr_mix.r + clr_tex2*clr_mix.g;
}
、、、、、vs
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 TextureCoordOut;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord;
}