const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
- uniform lowp float uPixelAligned;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
\n
void main()\n
{\n
- mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
- vec4 alignedVertexPosition = vertexPosition;\n
- alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
- vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
}\n
);