objective c - SKEffectNode shader bug -


i'm developing game using sprite kit , liquid fun (google's implementation of box2d liquids). after applied threshold shader make liquid more real, stumbled in strange behavior can seen on video: current behavior

the way should behave can seen on video: normal behavior

i'm applying shader on skeffectnode contains particles (skspritenodes)

that's code on threshold shader:

void main() {  vec4 color = texture2d(u_texture,v_tex_coord);   if(color.w > 0.4) {   color = vec4(18.0/255.0, 122.0/255.0, 232.0/255.0, 1.0);  } else {   color = vec4(0.0, 0.0, 0.0, 0.0);  }   gl_fragcolor = color; } 

does have clue of going on?


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