+// vertex shader for gradient units as OBJECT_BOUNDING_BOX
+ DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump mat3 uAlignmentMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
+ \n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+)
+};
+
+const char* FRAGMENT_SHADER[] =
+{
+// fragment shader for linear gradient
+DALI_COMPOSE_SHADER(