Lua中使用openGL shader时,Scale9Sprite无法变灰色

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--将9精灵变灰
--@function [parent=#XX] Scale9SpriteSetGray
--@param #cc.Scale9Sprite sprite9

function Scale9SpriteSetGray(sprite9)
    if sprite9 then
        if GrayProgram == nil then
            local program = cc.GLProgram:create("res/gray.vsh", "res/gray.fsh")
            program:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION) 
            program:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR)
            program:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS)
            program:link()
            program:updateUniforms()
            GrayProgram = program
        end
        if GrayProgram then
            local children = sprite9:getChildren()
            if children and #children > 0 then
                for _, aSprite in ipairs(children) do
                    cclog("XXX")
                    if aSprite.setGLProgram then
                            aSprite:setGLProgram(GrayProgram)
                    end
                end
            end
        end
    end

end 


gray.fsh  :


varying vec4 v_fragmentColor;
varying vec2 v_texCoord;    
uniform sampler2D CC_Texture0;    
        
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_PMatrix * a_position;
    v_fragmentColor = a_color;
    v_texCoord = a_texCoord;



3.2 :
API已变更为
void setGLProgram(GLProgram *glprogram);
GLProgram* getGLProgram()


lua_cocos2dx_manual.cpp 中
static void extendGLProgram(lua_State* tolua_S)
导出了个别GLProgram的接口

自定义创建方法
cc.GLProgram.create(vShaderFilename, fShaderFilename)

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