CombineShader property
Implementation
final Map<String,dynamic> CombineShader = {
'name': 'CombineShader',
'uniforms': {
'tDiffuse': { 'value': null },
'strength': { 'value': 1.0 }
},
'vertexShader': /* glsl */'''
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}''',
'fragmentShader': /* glsl */'''
uniform float strength;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = strength * texel;
}'''
};