"void main()\n"
"{\n"
" mediump float lighting = 0.25;\n"
- " mediump vec4 position = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 position = uModelView * vec4(aPosition*uSize.xy, 0.0, 1.0);\n"
"\n"
" mediump vec2 d = position.xy - uCenter;\n"
" mediump float dist = max( 0.0, dot(d,uDirection) );\n"
"\n"
"vShade = 1.0 - abs(sn) * lighting;\n"
"\n"
- "vTexCoord = aTexCoord;\n"
+ "vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;\n"
"}" );
std::string fragmentShader(
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertextShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));
shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f), ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION );