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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