-inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
-{
- const char* prefixHighPrecision( "precision highp float;\n");
- const char* prefixMediumPrecision( "precision mediump float;\n" );
-
- const char* vertexShader( DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- \n
- uniform mediump mat4 uMvpMatrix;\n
- uniform vec3 uSize;\n
- uniform vec4 uTextureRect;
- \n
- uniform float uPercentage;\n
- uniform vec3 uSaddleParam;\n
- uniform vec2 uTranslation;\n
- uniform vec2 uRotation; \n
- uniform float uToNext;\n
- \n
- varying float vPercentage;\n
- varying vec2 vTexCoord;\n
-
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- gl_Position = vertexPosition;\n
-
- vec2 texCoord = aPosition + vec2(0.5);
- vTexCoord = texCoord;\n
- //Calculate the distortion value given the dissolve central line
- vec2 value = texCoord + uTranslation; \n
- mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n
- value = rotateMatrix * value; \n
- if(uToNext == 1.0) \n
- value.s = uSaddleParam[2] + value.s; \n
- float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n
- vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n
- })
- );
-
- const char* fragmentShader( DALI_COMPOSE_SHADER(
- varying float vPercentage;\n
- varying mediump vec2 vTexCoord;\n
- \n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform vec4 uTextureRect;
- \n
- float rand(vec2 co) \n
- {\n
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n
- }\n
- \n
- void main()\n
- {\n
-
- //Calculate the randomness
- float offsetS = rand( vTexCoord * vPercentage ) - vTexCoord.s; \n
- float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) - vTexCoord.t; \n
- vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n
- gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n
- gl_FragColor.a *= 1.0 - vPercentage; \n
- } )
- );
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string vertexShaderString;
- std::string fragmentShaderString;
- if( useHighPrecision )
- {
- vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixHighPrecision );
-
- fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixHighPrecision );
- }
- else
- {
- vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixMediumPrecision );
-
- fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixMediumPrecision );
- }
-
- vertexShaderString.append( vertexShader );
- fragmentShaderString.append( fragmentShader );
-
- customShader[ "vertexShader" ] = vertexShaderString;
- customShader[ "fragmentShader" ] = fragmentShaderString;
-
- customShader[ "subdivideGridX" ] = 20;
- customShader[ "subdivideGridY" ] = 20;
-
- customShader[ "hints" ] = "outputIsTransparent";
-
- map[ "shader" ] = customShader;
- return map;
-}