const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vMaskTexCoord;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
mediump vec4 vertexPosition = gridPosition;\n
vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
- vertexPostion.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
+ vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
\n
vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
- uint16_t stretchWidth = stretchX.GetY() - stretchX.GetX();
- uint16_t stretchHeight = stretchY.GetY() - stretchY.GetX();
+ uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
+ uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );