+ geometry->SetType( Dali::Geometry::TRIANGLE_STRIP );
+
+ return geometry;
+}
+
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec3 aPosition;\n
+ attribute mediump vec2 aTexCoord;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec4 sTextureRect;\n
+ \n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4(aPosition, 1.0);\n
+ vTexCoord = aTexCoord;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ }\n
+);
+
+const char * const TEXTURE_RECT_UNIFORM_NAME( "sTextureRect" );
+
+const int INVALID_RENDERER_ID = -1;
+const uint16_t MAXIMUM_GRID_SIZE = 2048;