+inline ShaderEffect CreateBlindEffect()
+{
+ std::string fragmentShader(
+ "uniform mediump float uStep; \n"
+ "void main() \n"
+ "{ \n"
+ " mediump vec4 alphaColor; \n"
+ " mediump vec4 baseColor; \n"
+ " baseColor = texture2D( sTexture, vTexCoord); \n"
+ " alphaColor = vec4(0.1,0.1,0.1,1.0); \n"
+ " lowp float index = 0.0; \n"
+ " index = floor(vTexCoord.y/0.1); \n"
+ " if((vTexCoord.y < (index * 0.1 + uStep * 0.005)) && (vTexCoord.y > index * 0.1))\n"
+ " { \n"
+ " gl_FragColor = alphaColor; \n"
+ " } \n"
+ " else \n"
+ " { \n"
+ " gl_FragColor = baseColor; \n"
+ " } \n"
+ " gl_FragColor*=uColor; \n"
+ "} \n"
+ );