+ const char* vertexSource = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform vec3 uSize;\n
+ uniform float uTextureWidth;\n
+ varying vec2 vTexCoord;\n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ vTexCoord = aPosition + vec2(0.5);\n
+ vTexCoord.x /= uTextureWidth;
+ }\n);
+