-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec4 uTextureRect;\n
- \n
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = aPosition + vec2(0.5);\n
- vTexCoord = mix(uTextureRect.xy, uTextureRect.zw, vTexCoord);\n
-
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 uSamplerRect;
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
-);
-
-Actor CreateTile( const Vector4& samplerRect )