" vRange = max(0.1, range);\n"
" \n"
" gl_Position = uMvpMatrix * world;\n"
- " vTexCoord = aTexCoord;\n"
+ " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
"}");
std::string fragmentShader(
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader, fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f) );