attribute mediump vec2 aPosition;\n
varying highp vec2 vTexCoord;\n
varying highp float vRatio;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
uniform mediump vec3 uSize;\n
uniform mediump float uDelta;\n
uniform mediump vec2 uTextureSize;
void main()\n
{\n
{\n
- mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
+ highp vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
+ vertexPosition = uViewMatrix * uModelMatrix * vertexPosition ;\n
+ vertexPosition.x = floor( vertexPosition.x ) + 0.5;
+ vertexPosition.y = floor( vertexPosition.y ) + 0.5;
float smallTextPadding = max(uSize.x - uTextureSize.x, 0. );\n
float gap = max( uGap, smallTextPadding );\n
- vTexCoord.x = ( uDelta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x+gap );\n
- vTexCoord.y = aPosition.y;\n
+ float delta = floor ( uDelta ) + 0.5;
+ vTexCoord.x = ( delta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x + gap );\n
+ vTexCoord.y = ( 0.5 + floor( aPosition.y * uSize.y ) )/ ( uTextureSize.y ) ;\n
vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
- gl_Position = uMvpMatrix * vertexPosition;\n
+ gl_Position = uProjection * vertexPosition;
}\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
+ varying highp vec2 vTexCoord;\n
varying highp float vRatio;\n
uniform sampler2D sTexture;\n
\n
void main()\n
{\n
- mediump vec2 texCoord;\n
+ highp vec2 texCoord;\n
texCoord.y = vTexCoord.y;\n
texCoord.x = fract( vTexCoord.x ) / vRatio;\n
if ( texCoord.x > 1.0 )\n
Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::Hint::NONE );
Sampler sampler = Sampler::New();
- sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST );
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR );
TextureSet textureSet = TextureSet::New();
TextureSetImage( textureSet, 0u, frameBufferImage );