Don't globally set float precision to mediump, only fragment shaders need that and defining it for vertex shaders causes tilemap cracks. Also manually define low precision for variables that hold color / alpha values.
9 lines
118 B
GLSL
9 lines
118 B
GLSL
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uniform lowp float alpha;
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varying lowp vec4 v_color;
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void main()
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{
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gl_FragColor = vec4(v_color.rgb * alpha, 1);
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}
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