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