+ Vector2 position;
+ Vector2 texCoord;
+};
+
+VertexWithTexture gQuadWithTexture[] = {
+ { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) },
+ { Vector2( 0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) },
+ { Vector2( -0.5f, 0.5f ), Vector2( 0.0f, 1.0f ) },
+ { Vector2( 0.5f, 0.5f ), Vector2( 1.0f, 1.0f ) }
+};
+
+const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uBackgroundColor;\n
+ uniform lowp vec4 uColor;\n
+ void main()\n
+ {\n
+ gl_FragColor = uBackgroundColor * uColor;\n
+ }\n
+);
+
+const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ attribute mediump vec2 aTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
+ vTexCoord = aTexCoord;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uBackgroundColor;\n
+ uniform lowp vec4 uColor;\n
+ uniform sampler2D sTexture;\n
+ varying mediump vec2 vTexCoord;\n
+
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uBackgroundColor * uColor;\n
+ }\n
+);