**/
inline ShaderEffect CreatePageTurnBookSpineEffect()
{
- std::string vertexSource = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- void main()\n
- {\n
- gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n
- vTexCoord = aTexCoord;\n
- }\n);
-
// the simplified version of the fragment shader of page turn effect
std::string fragmentSource = DALI_COMPOSE_SHADER(
precision mediump float;\n
const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
- ShaderEffect shaderEffect = ShaderEffect::New( vertexSource, fragmentSource );
+ ShaderEffect shaderEffect = ShaderEffect::New( "", fragmentSource );
shaderEffect.SetUniform( "uIsBackImageVisible", -1.f );
shaderEffect.SetUniform( "uSpineShadowParameter", DEFAULT_SPINE_SHADOW_PARAMETER );