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
\n
void main()\n
const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
varying mediump vec2 sTexCoordRect;\n
void main()\n
{
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
-uniform mediump mat4 uMvpMatrix;
+uniform highp mat4 uMvpMatrix;
void main()
{
uniform mediump float uHorizontalAlign;\n
uniform mediump float uVerticalAlign;\n
\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
+ uniform highp mat4 uMvpMatrix;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
\n
mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
\n
- gl_Position = uProjection * uViewMatrix * uModelMatrix * vertexPosition;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
const char* const BASIC_VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;
- uniform mediump mat4 uMvpMatrix;
+ uniform highp mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform mediump vec2 start_point;
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
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
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
\n
// vertex shader for gradient units as OBJECT_BOUNDING_BOX
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 mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
// vertex shader for gradient units as USER_SPACE
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 mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
- uniform lowp float uPixelAligned;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
\n
void main()\n
{\n
- mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
- vec4 alignedVertexPosition = vertexPosition;\n
- alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
- vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
}\n
);
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec2 uFixed[ 3 ];\n
uniform mediump vec2 uStretchTotal;\n
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
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
);
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
\n