// and pass it to the shader uniform, along with the tile's position.
Constraint shaderPosition = Constraint::New < Vector3 > ( focusableTile, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
// and pass it to the shader uniform, along with the tile's position.
Constraint shaderPosition = Constraint::New < Vector3 > ( focusableTile, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );