Here’s the fragment shader code:
this.fragmentShaderCode = ""
+ "precision mediump float;\n"
+ "\n"
+ "uniform sampler2D u_tex;\n"
+ "uniform vec3 u_color;\n"
+ "\n"
+ "varying vec2 v_texcoord;\n"
+ "\n"
+ "void main(){\n"
+ " vec4 color = texture2D(u_tex, v_texcoord);\n"
+ " color = vec4(1.0, 0.0, 1.0, 1.0);\n"
+ " if (color.a>0.0){\n"
+ " gl_FragColor = color*u_color;\n"
+ " } else {\n"
+ " discard;\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "\n";
And here’s the error dump:
Anyone knows what’s going on?