const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
attribute mediump vec2 aDrift;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump float borderSize;\n
\n
uniform lowp vec4 uColor;\n
uniform lowp vec4 borderColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n
+ gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
}\n
);
const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
attribute mediump vec2 aDrift;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump float borderSize;\n
varying mediump float vAlpha;\n
uniform lowp vec4 uColor;\n
uniform lowp vec4 borderColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform mediump float borderSize;\n
varying mediump float vAlpha;\n
\n
void main()\n
{\n
- gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n
+ gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
}\n
);