+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 )
+{
+ Actor tile = Actor::New();
+ tile.SetAnchorPoint( AnchorPoint::CENTER );
+ tile.RegisterProperty( "uTextureRect", samplerRect );
+ return tile;
+}
+
+
+Geometry CreateQuadGeometry()
+{
+ const float halfWidth = 0.5f;
+ const float halfHeight = 0.5f;
+ struct QuadVertex { Vector2 position;};
+ QuadVertex quadVertexData[4] =
+ {
+ { Vector2(-halfWidth, -halfHeight) },
+ { Vector2( halfWidth, -halfHeight) },
+ { Vector2(-halfWidth, halfHeight) },
+ { Vector2( halfWidth, halfHeight) }
+ };
+
+ Property::Map quadVertexFormat;
+ quadVertexFormat["aPosition"] = Property::VECTOR2;
+ PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
+ quadVertices.SetData(quadVertexData);
+
+ // Create the geometry object
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( quadVertices );
+ geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
+
+ return geometry;
+}
+