precision mediump float;\n
varying mediump vec3 vIllumination;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
lowp vec4 visualMixColor()\n
{\n
- return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
}\n
void main()\n
{\n
varying mediump float vSpecular;\n
uniform sampler2D sDiffuse;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
lowp vec4 visualMixColor()\n
{\n
- return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
}\n
void main()\n
{\n
uniform sampler2D sNormal;\n
uniform sampler2D sGloss;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
lowp vec4 visualMixColor()\n
{\n
- return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
}\n
void main()\n
{\n
map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
}
+void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
void MeshVisual::InitializeRenderer()
{
//Try to load the geometry from the file.