const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
-
varying mediump vec2 vTexCoord;\n
//Visual size and offset
void main()\n
{\n
- mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
- mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
- mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
-
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
}\n
);
return;
}
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
+ Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection );
if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
|| mRendererUpdateNeeded )