const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
\n
void main()\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
\n
void main()\n
{\n
- gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
+ gl_FragColor = vec4(0.0);\n
}\n
);
const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
varying mediump vec2 sTexCoordRect;\n
void main()\n
if( shaderValue )
{
- mEffectPropertyMap = *( shaderValue->GetMap() );
+ Property::Map* shaderMap = shaderValue->GetMap();
+ if( shaderMap )
+ {
+ mEffectPropertyMap = *shaderMap;
+ }
}
}
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mOverlayRenderer = Renderer::New( geometry, shader );
-
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ZERO );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ZERO );
+ mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
if( mIsPlay )