{
// append the default version
std::string fragmentShader(
- "uniform vec2 uTextureSize;\n"
- "uniform float uRadius;\n"
- "uniform float uAngle;\n"
- "uniform vec2 uCenter;\n"
+ "uniform mediump vec2 uTextureSize;\n"
+ "uniform highp float uRadius;\n"
+ "uniform highp float uAngle;\n"
+ "uniform mediump vec2 uCenter;\n"
"void main()\n"
"{\n"
- " vec2 textureCenter = (sTextureRect.xy + sTextureRect.zw) * 0.5;\n"
+ " highp vec2 textureCenter = (sTextureRect.xy + sTextureRect.zw) * 0.5;\n"
" textureCenter = vTexCoord.st - textureCenter;\n"
- " float distance = length(textureCenter);\n"
+ " highp float distance = length(textureCenter);\n"
" if (distance >= uRadius)\n"
" discard;\n"
- " float percent = (uRadius - distance) / uRadius;\n"
- " float theta = percent * percent * uAngle * 4.0;\n"
- " float sinTheta = sin(theta);\n"
- " float cosTheta = cos(theta);\n" );
+ " highp float percent = (uRadius - distance) / uRadius;\n"
+ " highp float theta = percent * percent * uAngle * 4.0;\n"
+ " highp float sinTheta = sin(theta);\n"
+ " highp float cosTheta = cos(theta);\n" );
// if warp, loose the sign from sin
if( warp )
{