// varying vec2 vTexCoord;
std::string vertexSource;
vertexSource =
+ "precision mediump float;\n"
"uniform mat4 uModelLastFrame;\n"
"uniform float uTimeDelta;\n"
std::string fragmentSource;
fragmentSource =
"precision mediump float;\n"
-
"uniform vec2 uObjectFadeStart;\n"
"uniform vec2 uObjectFadeEnd;\n"
"uniform float uAlphaScale;\n"
"}\n";
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- ShaderEffect shader = ShaderEffect::New( vertexSource,
- fragmentSource,
+ ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
GEOMETRY_TYPE_IMAGE,
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
}
}
-