变灰
" \n\ #ifdef GL_ES \n\ precision mediump float; \n\ #endif \n\ \n\ uniform sampler2D u_texture; \n\ varying vec2 v_texCoord; \n\ varying vec4 v_fragmentColor; \n\ \n\ void main(void) \n\ { \n\ // Convert to greyscale using NTSC weightings \n\ vec4 col = texture2D(u_texture, v_texCoord); \n\ float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n\ gl_FragColor = vec4(grey, grey, grey, col.a); \n\ } \n\ ";
冰冻
" \n\ #ifdef GL_ES \n\ precision mediump float; \n\ #endif \n\ uniform sampler2D u_texture; \n\ varying vec2 v_texCoord; \n\ varying vec4 v_fragmentColor; \n\ void main(void) \n\ { \n\ vec4 normalColor = v_fragmentColor * texture2D(u_texture, v_texCoord); \n\ normalColor *= vec4(0.8, 0.8, 0.8, 1); \n\ normalColor.b += normalColor.a * 0.2; \n\ gl_FragColor = normalColor; \n\ } \n\ ";
更多其他效果,参考http://blog.csdn.net/teng_ontheway/article/details/39190919