uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
\n
+
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+
void main()\n
{\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- gl_Position = uMvpMatrix * vertexPosition;\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
}\n
);
\n
void main()\n
{\n
- gl_FragColor = mixColor*uColor;\n
+ gl_FragColor = mixColor;\n
}\n
);
}
return Dali::Property::Value();
}
+void ColorVisual::OnSetTransform()
+{
+ if( mImpl->mRenderer )
+ {
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ }
+}
+
void ColorVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
+
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}
void ColorVisual::SetColor(const Vector4& color)