uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
- gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ if(dist > 1.0)\n
+ {\n
+ discard;\n
+ }\n
+ else\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
+ gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ }\n
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
- gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ if(dist > 1.0)\n
+ {\n
+ discard;\n
+ }\n
+ else\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
+ gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ }\n