- shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( RendererFactoryCache::NINE_PATCH_SHADER, shader );
+ shader = mFactoryCache.GetShader( RendererFactoryCache::NINE_PATCH_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
+ mFactoryCache.SaveShader( RendererFactoryCache::NINE_PATCH_SHADER, shader );
+ }
+ }
+ else if( mStretchPixelsX.Size() > 0 || mStretchPixelsY.Size() > 0)
+ {
+ std::stringstream vertexShader;
+ vertexShader << "#define FACTOR_SIZE_X " << mStretchPixelsX.Size() + 2 << "\n"
+ << "#define FACTOR_SIZE_Y " << mStretchPixelsY.Size() + 2 << "\n"
+ << VERTEX_SHADER;
+
+ shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );