闪白 shader
分别在r、b、g向量上叠加一个0~1之间的值。
#ifdef GL_ES
precision mediump float;
varying mediump vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
void main()
{
vec4 c = texture2D(CC_Texture0, v_texCoord);
if (c.a <= 0.0) {
discard;
}
float param = 0.2;
gl_FragColor = vec4(c.r + param, c.g + param, c.b + param, c.a);
}