"uniform float uTime;\n"
"void main()\n"
"{\n"
- " highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\n"
+ " highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\n"
" highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\n"
" highp float len = length(pos);\n"
" highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude;\n"
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"", fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));