"\n"
"void main()\n"
"{\n"
- " mediump vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 world = uModelView * vec4(aPosition, 1.0);\n"
" mediump vec2 d = (world.xy - uCenter) * uAnglePerUnit;\n"
" mediump float a = length(d);\n"
" mediump float cs = cos(radians(a));\n"
" world.z -= cs * uRadius;\n"
" gl_Position = uProjection * world;\n"
" \n"
- " vTexCoord = aTexCoord;\n"
+ " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
"}\n");
ShaderEffect shaderEffect = ShaderEffect::New(
vertexShader,
"",
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));