std::string vertexShader(
"void main() \n"
"{ \n"
- " mediump vec3 pos = aPosition; \n"
+ " mediump vec3 pos = vec3(aPosition, 0.0)*uSize; \n"
" pos.y = pos.y * 3.0; \n"
" mediump vec4 world = uModelView * vec4(pos,1.0); \n"
" gl_Position = uProjection * world; \n"
- " vTexCoord = aTexCoord; \n"
+ " vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) ); \n"
"} \n" );
std::string fragmentShader(
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform("uAlpha", 1.0f);