-inline Property::Map CreateImageRegionEffect()
-{
- std::string vertexShader(
- "attribute mediump vec2 aPosition;\n"
- "\n"
- "uniform mediump mat4 uMvpMatrix;\n"
- "uniform vec3 uSize;\n"
- "uniform vec4 uTextureRect;"
- "\n"
- "varying vec2 vTexCoord;\n"
-
- "uniform mediump vec2 uTopLeft;\n"
- "uniform mediump vec2 uBottomRight;\n"
- "void main()\n"
- "{\n"
- " mediump vec4 position = vec4(aPosition, 0.0, 1.0);\n"
- " position.xyz *= uSize;\n"
- " gl_Position = uMvpMatrix * position;\n"
- // The line below is doing the same as the following commented lines:
- //" vec2 imageSize = uTextureRect.zw - uTextureRect.xy;\n"
- //" vec2 topLeft = uTextureRect.xy + uTopLeft * imageSize;\n"
- //" vec2 bottomRight = uTextureRect.xy + uBottomRight * imageSize;\n"
- //" vec2 texCoord = (aTexCoord - uTextureRect.xy) / imageSize;\n"
- //" vTexCoord = topLeft + texCoord * ( bottomRight - topLeft );\n"
-
- " vec2 texCoord = aPosition + vec2(0.5);\n"
- " vTexCoord = uTextureRect.xy + uTopLeft * ( uTextureRect.zw - uTextureRect.xy ) + ( texCoord - uTextureRect.xy ) * ( uBottomRight - uTopLeft );\n"
- "}\n"
- );
-
- Property::Map map;
-
- Property::Map customShader;
- customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShader;
-
- map[ DevelVisual::Property::SHADER ] = customShader;
- return map;
-}