// append the default version
std::string vertexShader(
"uniform mediump vec2 uCenter;\n"
// append the default version
std::string vertexShader(
"uniform mediump vec2 uCenter;\n"
- "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"
" delta = clamp(0.0 - delta * uBlendFactor, 0.0, 1.0); \n"
" gl_FragColor = texture2D(sTexture, vTexCoord) * uColor; \n"
" gl_FragColor.a *= delta; \n"
" delta = clamp(0.0 - delta * uBlendFactor, 0.0, 1.0); \n"
" gl_FragColor = texture2D(sTexture, vTexCoord) * uColor; \n"
" gl_FragColor.a *= delta; \n"