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#include "cocos2d.h"
using namespace cocos2d;
class MyBullet : public cocos2d::CCNode
{
public:
static MyBullet* create();
static MyBullet* create(CCPoint position, CCPoint vector, float speed, CCSpriteFrame *spriteFrame);
@kazukitanaka0611
kazukitanaka0611 / gist:5795406
Created June 17, 2013 08:20
point light shader
- (NSString *)getFragmentShaderString
{
NSString *const kFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
- (NSString *)getFragmentShaderString
{
NSString *const kFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
- (NSString *)getFragmentShaderString
{
NSString *const kFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float fractionalWidthOfPixel;
uniform highp float aspectRatio;
#pragma mark -
- (NSString *)getFragmentShaderString
{
NSString *const kFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
@implementation ThresholdSketchFilterOpenGLView
#pragma mark -
- (NSString *)getVertexShaderString
{
NSString *const kVertexShaderString = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
@implementation CrosshatchFilterOpenGLView
#pragma mark -
- (NSString *)getFragmentShaderString
{
NSString *const kFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
@implementation InvertFilterOpenGLView
- (NSString *)getFragmetShaderString
{
NSString *const kInvertFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;