DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
varying mediump vec2 vTexCoord;\n
\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor.rgb*mixColor.a, mixColor.a) * uColor;\n
+ gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
}\n
),
DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
varying mediump vec2 vTexCoord;\n
\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor.rgb*mixColor.a, mixColor.a) * uColor;\n
+ gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
}\n
)
};