BouncingEffect BouncingEffect::New( const Vector4& color )
{
std::string fragmentShader = MAKE_STRING(
+ precision mediump float;\n
uniform float uProgressRate;\n
uniform vec4 uAssignedColor;\n
void main()\n
);
ShaderEffect shaderEffect;
- shaderEffect = ShaderEffect::New( "", fragmentShader, GeometryType( GEOMETRY_TYPE_IMAGE),
+ shaderEffect = ShaderEffect::New( "", fragmentShader,
+ GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
BouncingEffect handle( shaderEffect );