"uniform mediump vec2 uCenter;\n"
"void main()\n"
"{\n"
- " highp vec2 textureCenter = (sTextureRect.xy + sTextureRect.zw) * 0.5;\n"
+ " highp vec2 textureCenter = (uTextureRect.xy + uTextureRect.zw) * 0.5;\n"
" textureCenter = vTexCoord.st - textureCenter;\n"
" highp float distance = length(textureCenter);\n"
" if (distance >= uRadius)\n"
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"",
fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uAngle", 0.0f );