// append the default version
std::string vertexShader(
"uniform mediump vec2 uCenter;\n"
- "varying vec2 vRelativePosition;\n"
+ "varying mediump vec2 vRelativePosition;\n"
"\n"
"void main()\n"
"{\n"
- " vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 world = uModelView * vec4(aPosition,1.0);\n"
" gl_Position = uProjection * world;\n"
" \n"
" vTexCoord = aTexCoord;\n"
"}\n");
std::string fragmentShader(
- "uniform float uRadius; \n"
- "uniform float uBlendFactor; \n"
- "varying vec2 vRelativePosition; \n"
+ "uniform mediump float uRadius; \n"
+ "uniform mediump float uBlendFactor; \n"
+ "varying mediump vec2 vRelativePosition; \n"
"void main() \n"
"{ \n"
- " float delta = (length(vRelativePosition) - uRadius); \n"
+ " mediump float delta = (length(vRelativePosition) - uRadius); \n"
" delta = clamp(0.0 - delta * uBlendFactor, 0.0, 1.0); \n"
" gl_FragColor = texture2D(sTexture, vTexCoord) * uColor; \n"
" gl_FragColor.a *= delta; \n"
}
}
-