"\n"
"void main()\n"
"{\n"
- " mediump vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 world = uModelView * vec4(aPosition, 1.0);\n"
" gl_Position = uProjection * world;\n"
" \n"
- " vTexCoord = aTexCoord;\n"
- " vRelativePosition = aTexCoord - uCenter;\n"
+ " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
+ " vRelativePosition = vTexCoord - uCenter;\n"
"}\n");
std::string fragmentShader(
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform( "uRadius", 0.0f );