This is a very often used shader. No need to to do this for every
fragment.
// VERTEX_SHADER:
+uniform vec4 u_color;
+
+_OUT_ vec4 final_color;
+
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
+
+ final_color = u_color;
+ // Pre-multiply alpha
+ final_color.rgb *= final_color.a;
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
-uniform vec4 u_color;
+_IN_ vec4 final_color;
void main() {
- vec4 color = u_color;
-
- // Pre-multiply alpha
- color.rgb *= color.a;
- setOutputColor(color * u_alpha);
+ setOutputColor(final_color);
}
uniform mat4 u_projection;
uniform mat4 u_modelview;
+uniform float u_alpha;
#if GSK_GLES
#define _OUT_ varying