VSH:
#ifdef OPENGL_ES
precision mediump vec2;
precision mediump float;
#endif
// Attributes
attribute vec3 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
// Varyings
#ifdef GL_ES
varying vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
varying vec4 v_fragmentColor;
void main()
{
gl_Position = CC_PMatrix * vec4(a_position, 1.0);
v_texCoord = a_texCoord;
v_fragmentColor = a_color;
}
FSH:
#ifdef GL_ES
precision highp float;
#endif
varying vec2 v_texCoord;
void main(void)
{
vec4 col = texture2D(CC_Texture0, v_texCoord);
float fDiatance = distance( v_texCoord, vec2(0.5, 0.5) );
gl_FragColor = vec4(0.0, 0.0, 0.0, smoothstep(0.0, 1.0-sin( CC_Time.z*0.5 ), abs(fDiatance)*0.5 ) );
}