-const char * const BORDER_ONLY("borderOnly");
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
- uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
- \n
- void main()\n
- {\n
- mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
- mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
- \n
- mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
- mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
- \n
- mediump vec4 vertexPosition = vec4( ( fixedFactor + ( uSize.xy - fixedTotal ) * stretch / stretchTotal ), 0.0, 1.0 );\n
- vertexPosition.xy -= uSize.xy * vec2( 0.5, 0.5 );\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
- \n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec2 uFixed[ 3 ];\n
- uniform mediump vec2 uStretchTotal;\n
- \n
- void main()\n
- {\n
- mediump vec2 scale = vec2( length( uModelMatrix[ 0 ].xyz ), length( uModelMatrix[ 1 ].xyz ) );\n
- mediump vec2 size = uSize.xy * scale;\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
- mediump vec2 stretch = floor( aPosition * 0.5 );\n
- mediump vec2 fixedTotal = uFixed[ 2 ];\n
- \n
- mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
- vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
- vertexPosition.xy = vertexPosition.xy / scale;\n
- \n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
- \n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
-);
-