gaf.SHADER_GAUSSIAN_BLUR_FRAG = "varying mediump vec2 v_texCoord;\n" + "uniform mediump vec2 u_step;\n" + "void main()\n" + "{ \n" + " mediump vec4 sum = vec4(0.0); \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 4.0) * 0.05; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 3.0) * 0.09; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 2.0) * 0.12; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 1.0) * 0.15; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 0.0) * 0.18; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 1.0) * 0.15; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 2.0) * 0.12; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 3.0) * 0.09; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 4.0) * 0.05; \n" + " gl_FragColor = sum; \n" + "} \n"; gaf.SHADER_GLOW_FRAG = "varying mediump vec2 v_texCoord;\n" + "uniform mediump vec2 u_step;\n" + "uniform mediump vec4 u_glowColor;\n" + "void main()\n" + "{ \n" + " mediump vec4 sum = vec4(0.0); \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 4.0) * 0.05; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 3.0) * 0.09; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 2.0) * 0.12; \n" + " sum += texture2D(CC_Texture0, v_texCoord - u_step * 1.0) * 0.15; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 0.0) * 0.18; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 1.0) * 0.15; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 2.0) * 0.12; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 3.0) * 0.09; \n" + " sum += texture2D(CC_Texture0, v_texCoord + u_step * 4.0) * 0.05; \n" + " gl_FragColor = sum * u_glowColor; \n" + "} \n"; gaf.SHADER_COLOR_MATRIX_FRAG = "varying mediump vec2 v_texCoord;\n" + "varying mediump vec4 v_fragmentColor;\n" + "uniform mediump vec4 colorTransformMult;\n" + "uniform mediump vec4 colorTransformOffsets;\n" + "uniform mediump mat4 colorMatrix;\n" + "uniform mediump vec4 colorMatrix2;\n" + "void main()\n" + "{ \n" + " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n" + " const float kMinimalAlphaAllowed = 1.0e-8; \n" + " if (texColor.a > kMinimalAlphaAllowed) \n" + " { \n" + " texColor = vec4(texColor.rgb / texColor.a, texColor.a); \n" + " vec4 ctxColor = texColor * colorTransformMult + colorTransformOffsets; \n" + " vec4 adjustColor = colorMatrix * ctxColor + colorMatrix2; \n" + " adjustColor *= v_fragmentColor; \n" + " texColor = vec4(adjustColor.rgb * adjustColor.a, adjustColor.a); \n" + " } \n" + " gl_FragColor = texColor; \n" + "}\n";