function darkNode(node) local vertDefaultSource = "\n".. "attribute vec4 a_position; \n" .. "attribute vec2 a_texCoord; \n" .. "attribute vec4 a_color; \n".. "#ifdef GL_ES \n".. "varying lowp vec4 v_fragmentColor;\n".. "varying mediump vec2 v_texCoord;\n".. "#else \n" .. "varying vec4 v_fragmentColor; \n" .. "varying vec2 v_texCoord; \n".. "#endif \n".. "void main() \n".. "{\n" .. "gl_Position = CC_PMatrix * a_position; \n".. "v_fragmentColor = a_color;\n".. "v_texCoord = a_texCoord;\n".. "}" local pszFragSource = "#ifdef GL_ES \n" .. "precision mediump float; \n" .. "#endif \n" .. "varying vec4 v_fragmentColor; \n" .. "varying vec2 v_texCoord; \n" .. "void main(void) \n" .. "{ \n" .. "vec4 c = texture2D(CC_Texture0,v_texCoord); \n" .. "gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b); \n".. "gl_FragColor.w = c.w; \n".. "}" local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource) pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION) pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR) pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS) pProgram:link() pProgram:updateUniforms() node:setGLProgram(pProgram) end
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