首先须要两个文件

gray.fsh

varying vec4 v_fragmentColor;	
varying vec2 v_texCoord;	

void main()			
{
	vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);
	float gray = dot(v_orColor.rgb, vec3(0.299, 0.587, 0.114));
	gl_FragColor = vec4(gray, gray, gray, v_orColor.a);
}				

gray.vsh

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
					

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
								
void main()	
{							
    gl_Position = CC_MVPMatrix * a_position;
	v_fragmentColor = a_color;
	v_texCoord = a_texCoord;
}


声明函数

void shader(Sprite* sprite);

实现函数

void Nice::shader(Sprite* sprite)
{
    auto glprogram = GLProgram::createWithFilenames("gray.vsh", "gray.fsh");
    auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
    sprite->setGLProgramState(glprogramstate);
}

以后要对某个精灵实现这个shader效果就直接shader(sp)就好了

    sp_point = Sprite::create("newAlwaysShow.png");
    sp_point->setAnchorPoint(Vec2::ZERO);
    sp_point->setPosition(Vec2(200, 200));
    addChild(sp_point);

    shader(sp_point);