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Merge "DALi C# binding - Avoid removal of dali-swig/manual/cpp/keyboard_focus_manager...
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
devel-api
/
shader-effects
/
iris-effect.h
diff --git
a/dali-toolkit/devel-api/shader-effects/iris-effect.h
b/dali-toolkit/devel-api/shader-effects/iris-effect.h
index
8e80322
..
b0af465
100644
(file)
--- a/
dali-toolkit/devel-api/shader-effects/iris-effect.h
+++ b/
dali-toolkit/devel-api/shader-effects/iris-effect.h
@@
-2,7
+2,7
@@
#define __DALI_TOOLKIT_SHADER_EFFECT_IRIS_H__
/*
#define __DALI_TOOLKIT_SHADER_EFFECT_IRIS_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>
namespace Dali
{
namespace Dali
{
@@
-55,11
+55,11
@@
inline ShaderEffect CreateIrisEffect()
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
- " mediump vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 world = uModelView * vec4(aPosition,
1.0);\n"
" gl_Position = uProjection * world;\n"
" \n"
" gl_Position = uProjection * world;\n"
" \n"
- " vTexCoord =
aTexCoord
;\n"
- " vRelativePosition =
a
TexCoord - uCenter;\n"
+ " vTexCoord =
mix( sTextureRect.xy, sTextureRect.zw, aTexCoord )
;\n"
+ " vRelativePosition =
v
TexCoord - uCenter;\n"
"}\n");
std::string fragmentShader(
"}\n");
std::string fragmentShader(
@@
-78,7
+78,6
@@
inline ShaderEffect CreateIrisEffect()
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform( "uRadius", 0.0f );
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform( "uRadius", 0.0f );