\n
void main()\n
{\n
- mediump vec2 texCoord = mix( uAtlasRect.xy, uAtlasRect.zw, clamp( vTexCoord, 0.0, 1.0 ) );\n
+ mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\n
}\n
);
uniform lowp vec2 wrapMode;\n
uniform lowp vec4 uColor;\n
\n
- mediump float wrapCoordinate( mediump float coordinate, lowp float wrap )\n
+ mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
{\n
- if( abs(wrap-2.0) < 0.5 )\n // REFLECT
- return 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
+ mediump float coord;\n
+ if( wrap > 1.5 )\n // REFLECT
+ coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
else \n// warp == 0 or 1
- return mix( clamp( coordinate, 0.0, 1.0 ), fract( coordinate ), wrap);\n
+ coord = mix(coordinate, fract( coordinate ), wrap);\n
+ return clamp( mix(range.x, range.y, coord), range.x, range.y );
}\n
+ \n
void main()\n
{\n
- mediump vec2 texCoord = mix( uAtlasRect.xy, uAtlasRect.zw,
- vec2( wrapCoordinate( vTexCoord.x, wrapMode.x ), wrapCoordinate( vTexCoord.y, wrapMode.y ) ) );\n
+ mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
+ wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\n
}\n
);
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
}
+
+ actor.AddRenderer( mImpl->mRenderer );
}
void ImageVisual::DoSetOffStage( Actor& actor )