uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
\n
void main()\n
{\n
discard;\n
\n
mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
\n
gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
}\n
// Reset to the original shader and texture before scrolling
mRenderer.SetShader(mShader);
- mRenderer.SetTextures( mTextureSet );
+
+ if( mTextureSet )
+ {
+ mRenderer.SetTextures( mTextureSet );
+ }
}
mShader = mRenderer.GetShader();