1 #ifndef __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__
2 #define __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/shader-effects/shader-effect.h>
31 * @brief Creates a new Alpha discard effect
33 * Alpha discard effect is used to discard fragments when the alpha colour value is below a threshold.
34 * This is useful for stenciling.
38 * ImageView actor = ImageView::New( EXAMPLE_IMAGE_PATH );
39 * Property::Map alphaDiscardEffect = CreateAlphaDiscardEffect();
40 * actor.SetProperty( ImageView::Property::IMAGE, alphaDiscardEffect );
42 * @return A handle to a newly allocated ShaderEffect.
44 inline Property::Map CreateAlphaDiscardEffect()
46 const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
47 "varying mediump vec2 vTexCoord; \n"
49 "uniform sampler2D sTexture; \n"
50 "uniform lowp vec4 uColor; \n"
53 " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n"
54 " if(color.a <= 0.0001) \n"
58 " gl_FragColor = color * uColor; \n"
63 Property::Map customShader;
64 customShader[ "fragmentShader" ] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
66 map[ "shader" ] = customShader;
69 } // namespace Toolkit
73 #endif // __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__