varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\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
\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 sTexture;\n
uniform mediump vec4 uAtlasRect;\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
\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
\n
void main()\n
// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
uniform lowp vec2 wrapMode;\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
\n
mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
\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
\n
void main()\n