1 varying mediump vec2 vTexCoord;
2 uniform lowp vec4 uColor;
3 uniform sampler2D sBackground;
4 uniform sampler2D sBubbleShape;
5 varying mediump float vPercentage;
6 varying mediump vec2 vEffectTexCoord;
10 // Get the emit pisition color, and Mix with the actor color
11 mediump vec4 fragColor = texture2D(sBackground, vEffectTexCoord)*uColor;
13 // Apply the shape defined by the texture contained sBubbleShape
14 // And make the opacity being 0.7, and animate from 0.7 to 0 during the last 1/3 of movement
15 fragColor.a*= texture2D(sBubbleShape, vTexCoord).a * ( 2.1 - max( vPercentage*2.1, 1.4 ) );
17 gl_FragColor = fragColor;