I use RenderTexture to render the layer with all its texture nodes, then use the OpenGL shader on this texture to create effects after processing. It works great, except for the Sprite3D and Billboard nodes. He was asked on their forums several times without an answer. Interestingly, anyone got this to work.
Here is an example:
Layer* gameLayer = Layer::create();
this->addChild(gameLayer, 0);
auto dir = Director::getInstance()->getWinSize();
Camera *camera = Camera::createPerspective(60, (GLfloat)dir.width / dir.height, 1, 1000);
camera->setPosition3D(Vec3(0, 100, 100));
camera->lookAt(Vec3(0, 0, 0), Vec3(0, 1, 0));
gameLayer->addChild(camera);
Sprite3D* sprite3D = Sprite3D::create("blend_test/character_3_animations_test.c3b");
sprite3D->setScale(5.0f);
sprite3D->setRotation3D(Vec3(0.0f, 0.0f, 0.0f));
sprite3D->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y));
gameLayer->addChild(sprite3D, 1);
Sprite* sprite2D = Sprite::create("cocos2d-x.png");
sprite2D->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y));
gameLayer->addChild(sprite2D);
GLProgram* glProgram = GLProgram::createWithFilenames("shaders/gray.vert", "shaders/gray.frag");
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_POSITION);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_COLOR);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD1, GLProgram::VERTEX_ATTRIB_TEX_COORD1);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD2, GLProgram::VERTEX_ATTRIB_TEX_COORD2);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD3, GLProgram::VERTEX_ATTRIB_TEX_COORD3);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::VERTEX_ATTRIB_NORMAL);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
glProgram->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_BLEND_INDEX, GLProgram::VERTEX_ATTRIB_BLEND_INDEX);
glProgram->link();
glProgram->updateUniforms();
RenderTexture* renderTexture = RenderTexture::create(VisibleRect::width(), VisibleRect::height());
renderTexture->retain();
Sprite* ppSprite = Sprite::createWithTexture(renderTexture->getSprite()->getTexture());
ppSprite->setTextureRect(Rect(0, 0, ppSprite->getTexture()->getContentSize().width,
ppSprite->getTexture()->getContentSize().height));
ppSprite->setAnchorPoint(Point::ZERO);
ppSprite->setPosition(Point::ZERO);
ppSprite->setFlippedY(true);
ppSprite->setGLProgram(glProgram);
this->addChild(ppSprite, 100);
renderTexture->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f);
auto renderer = _director->getRenderer();
auto& parentTransform = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
gameLayer->visit(renderer, parentTransform, true);
renderTexture->end();
ppSprite->setTexture(renderTexture->getSprite()->getTexture());