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public BWShaderProgramfloat pR,flo...

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    public BWShaderProgram(float pR,float pG,float pB,float pPercent) {
        super(BWShaderProgram.VERTEXSHADER,"precision lowp float;\n" +
                        "uniform sampler2D " + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ";\n" +
                        "varying mediump vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
                        "void main() {\n" +
                        "	vec4 myColor = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ");\n" +
                        "	gl_FragColor.r = dot(myColor.rgb, vec3("+pR*pPercent+", "+pG*pPercent+", "+pB*pPercent+"));\n" +
                        "	gl_FragColor.g = dot(myColor.rgb, vec3("+pR*pPercent+", "+pG*pPercent+", "+pB*pPercent+"));\n" +
                        "	gl_FragColor.b = dot(myColor.rgb, vec3("+pR*pPercent+", "+pG*pPercent+", "+pB*pPercent+"));\n" +
                        "	gl_FragColor.a = myColor.a;\n" +
                        "}");
    }
Uploaded at 10/01/14 12:00 (UTC)