BlindEffect BlindEffect::New()
{
std::string fragmentShader(
- "uniform float uStep; \n"
+ "uniform mediump float uStep; \n"
"void main() \n"
"{ \n"
- " vec4 alphaColor; \n"
- " vec4 baseColor; \n"
+ " mediump vec4 alphaColor; \n"
+ " mediump vec4 baseColor; \n"
" baseColor = texture2D( sTexture, vTexCoord); \n"
" alphaColor = vec4(0.1,0.1,0.1,1.0); \n"
- " float index = 0.0; \n"
+ " lowp float index = 0.0; \n"
" index = floor(vTexCoord.y/0.1); \n"
" if((vTexCoord.y < (index * 0.1 + uStep * 0.005)) && (vTexCoord.y > index * 0.1))\n"
" { \n"