"{\n"
"float lighting = uAmplitude * 0.02;\n"
"float waveLength = uAmplitude * 0.0016;\n"
- "vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ "vec4 world = uModelView * vec4(aPosition*uSize.xy, 0.0, 1.0);\n"
"vec2 d = vec2(world.x - uCenter.x, world.y - uCenter.y);\n"
"float dist = length(d);\n"
"float amplitude = cos(uTime - dist*waveLength);\n"
"}\n"
"vShade = 1.0 - (dot * slope);\n"
"vLight = max(0.0, dot * -slope);\n"
- "vTexCoord = aTexCoord;\n"
+ "vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;\n"
"}" );
// append the default version
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader, imageFragmentShader,
- GeometryType(GEOMETRY_TYPE_IMAGE), ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
+ ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
shaderEffect.SetUniform( "uAmplitude", 0.0f );