The < - image(click to see larger view) showcase my experiment with shader in Cocos2d (v2.0). A modified box blurring algorithm was used in the fragment shader and this is only applied to sprites (each individual building is a separate sprite) that are above or below the two hardcoded threshold (y-position). The blurring algorithm was modified in such a way that the amount of blur applied to the sprite is dependent on how far above or below either y thresholds the sprite is. Continue reading Tilt Shift Effect in Cocos2d (v2.0+)