" }\n"
" vPercentage = clamp( percentage, 0.0, 1.0 );\n"
" gl_Position = uProjection * position;\n"
- " vTexCoord = aTexCoord;\n"
+ " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
"}\n");
vertexShaderStringStream << vertexShader;
ShaderEffect shaderEffect = ShaderEffect::New(
vertexShaderStringStream.str(), fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
//Register uniform properties