uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
+ \n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sMask;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
uniform mediump float auxiliaryImageAlpha;\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
+ \n
void main()\n
{\n
// Where mask image is transparent, all of background image must show through.
mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
+ mask.rgb*mask.a * auxiliaryImageAlpha;\n
- gl_FragColor = vec4(mixedColor,1.0) * uColor * visualMixColor();\n
+ gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
}\n
);