-const char * const POSITION_ATTRIBUTE_NAME("aPosition");
-const char * const INDEX_NAME("indices");
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
-attribute mediump vec2 aPosition;\n
-uniform mediump mat4 uMvpMatrix;\n
-uniform mediump vec3 uSize;\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
-
-vec4 ComputeVertexPosition()\n
-{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
-}\n
-
-void main()\n
-{\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
-}\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
-\n
-void main()\n
-{\n
- gl_FragColor = uColor * vec4( mixColor, opacity );\n
-}\n
-);