std::ostringstream vertexShaderStringStream;
vertexShaderStringStream << "#define NUMBER_OF_BUBBLE "<< numberOfBubble << "\n";
std::string vertexShader(
+ " precision mediump float;\n"
// the gravity applied to the y direction
" uniform float uGravity; \n"
// Width of the texture in pixels
vertexShaderStringStream << vertexShader;
std::string fragmentShader(
+ " precision mediump float;\n"
" varying float vPercentage;\n"
" varying vec2 vEffectTexCoord;\n"
"\n"
" gl_FragColor = fragColor;\n"
" }\n");
- ShaderEffect shaderEffect = ShaderEffect::New( vertexShaderStringStream.str(), fragmentShader,
- GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+ ShaderEffect shaderEffect = ShaderEffect::New(
+ vertexShaderStringStream.str(),
+ fragmentShader,
+ GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+
BubbleEffect handle( shaderEffect );
handle.mNumberOfBubbles = numberOfBubble;
handle.SetMovementArea( Stage::GetCurrent().GetSize() );
-
handle.SetUniform( "uGravity", 50.f );
handle.SetUniform( "uMagnification", 1.f );
handle.SetUniform( "uDynamicScale", 1.f );