+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
+ \n
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
+ }\n
+),
+
+// vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
+DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump mat3 uAlignmentMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
+ \n
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+ uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
+
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ mediump float minSize = min( visualSize.x, visualSize.y );\n
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
+ vRectSize = visualSize * 0.5 - vCornerRadius;\n
+ vPosition = aPosition * visualSize;\n
+ return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
+ \n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
+ }\n
+),
+
+// vertex shader for gradient units as USER_SPACE with corner radius
+DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump mat3 uAlignmentMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
+ \n
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+ uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
+
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ mediump float minSize = min( visualSize.x, visualSize.y );\n
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
+ vRectSize = visualSize * 0.5 - vCornerRadius;\n
+ vPosition = aPosition * visualSize;\n
+ return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n