Native Tech, thanks pal, but it not that simple...
unlikely, thanks. But it's not a full answer.
The full answer is:
// Shader file
uniform sampler2D texture0;
varying vec2 uvVarying;
varying vec2 posVarying;
uniform float intensity;
void main()
{
gl_FragColor = texture2D(texture0, uvVarying) * intensity;
}
And we need just load and attach thats shader:
// Load
agk::LoadSpriteShader( 1, "Shaders\\PixelShader.ps");
agk::SetShaderConstantByName(1,"intensity", 1.5f, 0.0f, 0.0f, 0.0f);
// Attach
agk::SetSpriteShader(SpriteNum,1);