"varying float vPercentage;\n"
"void main()\n"
"{\n"
- " vec4 position = uModelView * vec4( aPosition, 1.0 );\n"
+ " vec4 position = uModelView * vec4( aPosition*uSize.xy, 0.0, 1.0 );\n"
" float percentage = 0.0;\n"
" for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
" {\n"
" }\n"
" vPercentage = clamp( percentage, 0.0, 1.0 );\n"
" gl_Position = uProjection * position;\n"
- " vTexCoord = aTexCoord;\n"
+ " vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;\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