X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=e0b16e9eb11863baaf352db06fec97d4c901fa2b;hb=7dbe383e1d72909ceb2ef46e33b880243911df7e;hp=4b3176cc4034cbee95b9e02d52755594e7a0feb4;hpb=88800f19377ddecd0ef13be3045682f7eecacc9a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 4b3176c..e0b16e9 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -49,33 +49,14 @@ namespace Internal namespace { - -// Property names - common properties defined in visual-string-constants.h/cpp -const char * const FONT_FAMILY_PROPERTY( "fontFamily" ); -const char * const FONT_STYLE_PROPERTY( "fontStyle" ); -const char * const POINT_SIZE_PROPERTY( "pointSize" ); -const char * const MULTI_LINE_PROPERTY( "multiLine" ); -const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" ); -const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" ); -const char * const TEXT_COLOR_PROPERTY( "textColor" ); -const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" ); -const char * const SHADOW_PROPERTY( "shadow" ); -const char * const UNDERLINE_PROPERTY( "underline" ); -const char * const OUTLINE_PROPERTY( "outline" ); -const char * const BACKGROUND_PROPERTY( "textBackground" ); - const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform mediump vec4 pixelArea;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n - varying mediump vec2 vTexCoord;\n //Visual size and offset @@ -94,12 +75,8 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( void main()\n {\n - mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n - mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n - mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n - + gl_Position = uMvpMatrix * ComputeVertexPosition();\n vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - gl_Position = vertexPosition;\n }\n );