Comments (5)
It looks like there were an incorrect number of color components in the shader on the iOS side. This should be fixed in the latest commit.
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Thank you. I found that the other properties do not work except the highlightTintIntensity property.
from gpuimage2.
Is this true even with the code I committed today?
from gpuimage2.
Good! I pull the newest code and it works.
HighlightShadowTint_GLES.fsh
uniform highp vec3 shadowTintColor; uniform highp vec3 highlightTintColor;
Now the type of shadowTintColor property is vec3. Can I change the alpha value?
from gpuimage2.
Not in the current code, which uses just the RGB components for performance. If it's important enough that this be done, the shader and matching filter could be modified to use the full four color components, but I've not done that by default in color inputs to make things faster in the majority of cases.
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