{
/**
- * Create the shader to be used by the material
+ * Create the shader to be used by the renderer
* @param[in] numberOfBubble How many groups of uniforms are used to control the bubble movement.
* @return A handle to the newly created shader.
*/
{\n
// Get the emit pisition color, and Mix with the actor color
mediump vec4 fragColor = texture2D(sBackground, vEffectTexCoord)*uColor;\n
- // Apply the shape defined by the texture contained in the material
+ // Apply the shape defined by the texture contained sBubbleShape
// And make the opacity being 0.7, and animate from 0.7 to 0 during the last 1/3 of movement
fragColor.a *= texture2D(sBubbleShape, vTexCoord).a * ( 2.1 - max( vPercentage*2.1, 1.4 ) );\n
gl_FragColor = fragColor;\n