+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
+ uniform lowp float preMultipliedAlpha;\n
+ lowp vec4 visualMixColor()\n
+ {\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
+ }\n
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
+ }\n
+);
+
+const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vMaskTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sMask;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
+ uniform lowp float preMultipliedAlpha;\n
+ uniform mediump float auxiliaryImageAlpha;\n
+ lowp vec4 visualMixColor()\n
+ {\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
+ }\n