3.0 beta shader not working

it is possible in 3.0 alpha but not working 3.0 beta!

GLchar * fragmentSource = (GLchar**) CCString::createWithContentsOfFile
>fullPathForFilename.c_str)>getCString;
GLProgram** glProgram = new GLProgram();
glProgram~~>initWithVertexShaderByteArray;
pSprite1~~>setShaderProgram(glProgram);
pSprite1->getShaderProgram()>addAttribute;
pSprite1
>getShaderProgram()>addAttribute;
pSprite1
>getShaderProgram()>link;
pSprite1
>getShaderProgram()>updateUniforms;
timeUniformLocation1 = glGetUniformLocation
>getProgram, “u_time”);
pSprite1~~>getShaderProgram~~>use;
this~~>schedule);
}
void Contents::updateGrassLocation
{
totalTime1 += dt;
pSprite1~~>getShaderProgram()->use();
glUniform1f(timeUniformLocation1, totalTime1);
}

spite is not showing… only 3.0 beta.
help me!

Because beta adopted new rendering layer. you have to wrap your rendering logic into a custom command

Please take a look at

ShaderSprite
in SpaderTest2.cpp

Feel free to pm me for details.