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Merge "Change KeyboardFocusManager to always focus when SetCurrentFocus is called...
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
text
/
rendering
/
atlas
/
atlas-glyph-manager-impl.cpp
diff --git
a/dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager-impl.cpp
b/dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager-impl.cpp
index
f2c328e
..
0a90ef2
100644
(file)
--- a/
dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager-impl.cpp
+++ b/
dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager-impl.cpp
@@
-32,27
+32,30
@@
namespace
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
attribute mediump vec2 aTexCoord;
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
attribute mediump vec2 aTexCoord;
+attribute mediump vec4 aColor;
uniform mediump vec2 uOffset;
uniform mediump mat4 uMvpMatrix;
varying mediump vec2 vTexCoord;
uniform mediump vec2 uOffset;
uniform mediump mat4 uMvpMatrix;
varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
void main()
{
mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
gl_Position = uMvpMatrix * position;
vTexCoord = aTexCoord;
void main()
{
mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
gl_Position = uMvpMatrix * position;
vTexCoord = aTexCoord;
+ vColor = aColor;
}
);
const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
}
);
const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
-uniform lowp vec4 uColor;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
void main()
{
mediump vec4 color = texture2D( sTexture, vTexCoord );
void main()
{
mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4(
uColor.rgb, u
Color.a * color.r );
+ gl_FragColor = vec4(
vColor.rgb, v
Color.a * color.r );
}
);
}
);