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TextController refactor.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
devel-api
/
shader-effects
/
dissolve-local-effect.h
diff --git
a/dali-toolkit/devel-api/shader-effects/dissolve-local-effect.h
b/dali-toolkit/devel-api/shader-effects/dissolve-local-effect.h
index
c91abdc
..
de4c109
100644
(file)
--- a/
dali-toolkit/devel-api/shader-effects/dissolve-local-effect.h
+++ b/
dali-toolkit/devel-api/shader-effects/dissolve-local-effect.h
@@
-2,7
+2,7
@@
#define __DALI_TOOLKIT_SHADER_EFFECT_LOCAL_DISSOLVE_H__
/*
#define __DALI_TOOLKIT_SHADER_EFFECT_LOCAL_DISSOLVE_H__
/*
- * Copyright (c) 201
5
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
6
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-19,7
+19,7
@@
*/
// EXTERNAL INCLUDES
*/
// EXTERNAL INCLUDES
-#include <dali/
public
-api/shader-effects/shader-effect.h>
+#include <dali/
devel
-api/shader-effects/shader-effect.h>
#include <sstream>
namespace Dali
#include <sstream>
namespace Dali
@@
-54,7
+54,7
@@
inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
"varying float vPercentage;\n"
"void main()\n"
"{\n"
"varying float vPercentage;\n"
"void main()\n"
"{\n"
- " vec4 position = uModelView * vec4( aPosition
*uSize.xy, 0.0,
1.0 );\n"
+ " vec4 position = uModelView * vec4( aPosition
,
1.0 );\n"
" float percentage = 0.0;\n"
" for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
" {\n"
" float percentage = 0.0;\n"
" for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
" {\n"
@@
-63,7
+63,7
@@
inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
" }\n"
" vPercentage = clamp( percentage, 0.0, 1.0 );\n"
" gl_Position = uProjection * position;\n"
" }\n"
" vPercentage = clamp( percentage, 0.0, 1.0 );\n"
" gl_Position = uProjection * position;\n"
- " vTexCoord = mix(
uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n
;\n"
+ " vTexCoord = mix(
sTextureRect.xy, sTextureRect.zw, aTexCoord )
;\n"
"}\n");
vertexShaderStringStream << vertexShader;
"}\n");
vertexShaderStringStream << vertexShader;