uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
\n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * mixColor;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, opacity );\n
}\n
);
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
+ mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
UpdateRenderer( true ); // Renderer needs textures and to be added to control
}