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Comments (5)

BradLarson avatar BradLarson commented on May 29, 2024

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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c060604 avatar c060604 commented on May 29, 2024

Thank you. I found that the other properties do not work except the highlightTintIntensity property.

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BradLarson avatar BradLarson commented on May 29, 2024

Is this true even with the code I committed today?

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c060604 avatar c060604 commented on May 29, 2024

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?

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BradLarson avatar BradLarson commented on May 29, 2024

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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