);
const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
+uniform lowp vec4 uColor;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
varying mediump vec4 vColor;
void main()
{
mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4( vColor.rgb, vColor.a * color.r );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );
}
);
Pixel::Format pixelFormat = mAtlasManager.GetPixelFormat( slot.mAtlasId );
Material material = Material::New( pixelFormat == Pixel::L8 ? mShaderL8 : mShaderRgba );
material.AddTexture( atlas, "sTexture" );
- material.SetBlendMode( BlendingMode::ON );
mAtlasManager.SetMaterial( slot.mAtlasId, material );
}