#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/controls/control/control-data-impl.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
// TODO:
// pixel format / size - set from JSON
const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n
- uniform mediump float uSampleWeights[NUM_SAMPLES];\n
-
- void main()\n
- {\n
- mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n
- for (int i=1; i<NUM_SAMPLES; ++i)\n
- {\n
- col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n
- }\n
- gl_FragColor = col;\n
- }\n
-);
-
} // namespace
std::ostringstream fragmentStringStream;
fragmentStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
- fragmentStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
+ fragmentStringStream << SHADER_GAUSSIAN_BLUR_VIEW_FRAG;
std::string fragmentSource(fragmentStringStream.str());
//////////////////////////////////////////////////////
// Create an actor for performing a horizontal blur on the texture
mHorizBlurActor = Actor::New();
mHorizBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+
Renderer renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
mHorizBlurActor.AddRenderer( renderer );