- std::string fragmentSource(
- "precision mediump float;\n"
- "uniform float uIsBackImageVisible;\n"
- "uniform float uPageWidth;\n"
- "uniform vec2 uSpineShadowParameter;\n"
- " void main()\n"
- " {\n"
- // leave the border for display shadow, not visible( out of the screen ) when the page is static
- " if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p )\n"
- " {\n"
- " gl_FragColor = vec4( 0.0 );\n"
- " }\n"
- " else \n"
- " { \n"
+ std::string fragmentSource = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ uniform float uIsBackImageVisible;\n
+ uniform float uPageWidth;\n
+ uniform vec2 uSpineShadowParameter;\n
+ void main()\n
+ {\n