-inline Property::Map CreateAlphaDiscardEffect()
-{
- const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
- "varying mediump vec2 vTexCoord; \n"
- " \n"
- "uniform sampler2D sTexture; \n"
- "uniform lowp vec4 uColor; \n"
- "void main() \n"
- "{ \n"
- " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n"
- " if(color.a <= 0.0001) \n"
- " { \n"
- " discard; \n"
- " } \n"
- " gl_FragColor = color * uColor; \n"
- "} \n";
-
- Property::Map map;
-
- Property::Map customShader;
- customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
-
- map[ Toolkit::Visual::Property::SHADER ] = customShader;
- return map;
-}