1 #ifndef __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__
2 #define __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__
5 * Copyright (c) 2017 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/object/property-map.h>
25 #include <dali-toolkit/public-api/visuals/visual-properties.h>
34 * @brief Creates a new Alpha discard effect
36 * Alpha discard effect is used to discard fragments when the alpha colour value is below a threshold.
37 * This is useful for stenciling.
41 * ImageView actor = ImageView::New( EXAMPLE_IMAGE_PATH );
42 * Property::Map alphaDiscardEffect = CreateAlphaDiscardEffect();
43 * actor.SetProperty( ImageView::Property::IMAGE, alphaDiscardEffect );
45 * @return A property map of the required shaders.
47 inline Property::Map CreateAlphaDiscardEffect()
49 const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
50 "varying mediump vec2 vTexCoord; \n"
52 "uniform sampler2D sTexture; \n"
53 "uniform lowp vec4 uColor; \n"
56 " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n"
57 " if(color.a <= 0.0001) \n"
61 " gl_FragColor = color * uColor; \n"
66 Property::Map customShader;
67 customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
69 map[ Toolkit::Visual::Property::SHADER ] = customShader;
73 } // namespace Toolkit
77 #endif // __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__