commit 2e75bd791f8eb7315cfa0e8958bc13f78a296c8d
Author: Leszek Koltunski <leszek@distorted.org>
Date:   Thu Jun 30 00:53:22 2016 +0100

    some improvements for the way we test DistortedObjects.

diff --git a/src/main/res/raw/main_fragment_shader.glsl b/src/main/res/raw/main_fragment_shader.glsl
index 0a67607..bd985c1 100644
--- a/src/main/res/raw/main_fragment_shader.glsl
+++ b/src/main/res/raw/main_fragment_shader.glsl
@@ -22,7 +22,6 @@ precision lowp float;
 uniform sampler2D u_Texture;            // The input texture.
     
 varying vec3 v_Position;                // Interpolated position for this fragment.
-varying vec4 v_Color;                   // This is the color from the vertex shader interpolated across the triangle per fragment.
 varying vec3 v_Normal;                  // Interpolated normal for this fragment.
 varying vec2 v_TexCoordinate;           // Interpolated texture coordinate per fragment.
 
@@ -55,7 +54,7 @@ void macroblock(float degree, int effect, inout vec4 pixel)
 
 void chroma(float degree, int effect, inout vec4 pixel)
   {
-  pixel = vec4( mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x), pixel.a);
+  pixel.rgb = mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
   }
 
 //////////////////////////////////////////////////////////////////////////////////////////////
