-inline ShaderEffect CreateImageRegionEffect()
-{
- std::string vertexShader(
- "uniform mediump vec2 uTopLeft;\n"
- "uniform mediump vec2 uBottomRight;\n"
- "void main()\n"
- "{\n"
- " mediump vec4 position = vec4(aPosition,1.0);\n"
- " gl_Position = uMvpMatrix * position;\n"
- // The line below is doing the same as the following commented lines:
- //" vec2 imageSize = sTextureRect.zw - sTextureRect.xy;\n"
- //" vec2 topLeft = sTextureRect.xy + uTopLeft * imageSize;\n"
- //" vec2 bottomRight = sTextureRect.xy + uBottomRight * imageSize;\n"
- //" vec2 texCoord = (aTexCoord - sTextureRect.xy) / imageSize;\n"
- //" vTexCoord = topLeft + texCoord * ( bottomRight - topLeft );\n"
- " vTexCoord = sTextureRect.xy + uTopLeft * ( sTextureRect.zw - sTextureRect.xy ) + ( aTexCoord - sTextureRect.xy ) * ( uBottomRight - uTopLeft );\n"
- "}\n"
- );
-
- Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, "" );
- shaderEffect.SetUniform( "uTopLeft", Vector2( 0.f, 0.f ) );
- shaderEffect.SetUniform( "uBottomRight", Vector2( 1.f, 1.f ) );
-
- return shaderEffect;
-}