vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- mediump vec2 scale = vec2( length( uModelMatrix[ 0 ].xyz ), length( uModelMatrix[ 1 ].xyz ) );\n
mediump vec2 size = visualSize.xy;\n
\n
mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
naturalSize.y = 0u;
// load now if not already loaded
- if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocal() )
+ if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
{
mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
}
void NPatchVisual::DoSetOnStage( Actor& actor )
{
// load when first go on stage
- if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocal() )
+ if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
{
mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
}
}
hints = mImpl->mCustomShader->mHints;
+ /* Apply Custom Vertex Shader only if image is 9-patch */
if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
( xStretchCount == 0 && yStretchCount == 0 ) )
{
- shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader, hints );
+ const char* vertexShader = VERTEX_SHADER_3X3;
+
+ if( !mImpl->mCustomShader->mVertexShader.empty() )
+ {
+ vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
+ }
+ shader = Shader::New( vertexShader, fragmentShader, hints );
}
else if( xStretchCount > 0 || yStretchCount > 0)
{