-/************************************************************************************************
- *** The shader source is used when the MeshActor is not touched***
- ************************************************************************************************/
-const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER(
-attribute mediump vec3 aPosition;\n
-attribute mediump vec3 aNormal;\n
-attribute highp vec2 aTexCoord;\n
-uniform mediump mat4 uMvpMatrix;\n
-varying mediump vec2 vTexCoord;\n
-void main()\n
-{\n
- gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
- vTexCoord = aTexCoord.xy;\n
-}\n
-);
-
-const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER(
-uniform lowp vec4 uColor;\n
-uniform sampler2D sTexture;\n
-varying mediump vec2 vTexCoord;\n
-void main()\n
-{\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
-}\n
-);
-
-/************************************************************
- ** Custom refraction effect shader***************************
- ************************************************************/
-const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
-attribute mediump vec3 aPosition;\n
-attribute mediump vec3 aNormal;\n
-attribute highp vec2 aTexCoord;\n
-uniform mediump mat4 uMvpMatrix;\n
-varying mediump vec4 vVertex;\n
-varying mediump vec3 vNormal;\n
-varying mediump vec2 vTexCoord;\n
-varying mediump vec2 vTextureOffset;\n
-void main()\n
-{\n
- gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
- vTexCoord = aTexCoord.xy;\n
-
- vNormal = aNormal;\n
- vVertex = vec4( aPosition, 1.0 );\n
- float length = max(0.01, length(aNormal.xy)) * 40.0;\n
- vTextureOffset = aNormal.xy / length;\n
-}\n
-);
-
-const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
-precision mediump float;\n
-uniform mediump float uEffectStrength;\n
-uniform mediump vec3 uLightPosition;\n
-uniform mediump vec2 uLightXYOffset;\n
-uniform mediump vec2 uLightSpinOffset;\n
-uniform mediump float uLightIntensity;\n
-uniform lowp vec4 uColor;\n
-uniform sampler2D sTexture;\n
-varying mediump vec4 vVertex;\n
-varying mediump vec3 vNormal;\n
-varying mediump vec2 vTexCoord;\n
-varying mediump vec2 vTextureOffset;\n
-
-vec3 rgb2hsl(vec3 rgb)\n
-{\n
- float epsilon = 1.0e-10;\n
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
- vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
- vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
- \n
- // RGB -> HCV
- float value = Q.x;\n
- float chroma = Q.x - min(Q.w, Q.y);\n
- float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
- // HCV -> HSL
- float lightness = value - chroma*0.5;\n
- return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
-}\n
-
-vec3 hsl2rgb( vec3 hsl )\n
-{\n
- // pure hue->RGB
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
- vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
- vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
- \n
- float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
- return ( RGB - 0.5 ) * chroma + hsl.z;\n
-}\n
-
-void main()\n
-{\n
- vec3 normal = normalize( vNormal);\n
-
- vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
- mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
- mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
-
- spotEffect = spotEffect * uEffectStrength;\n
- mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
-
- lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
- vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
-
- gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
-}\n
-);
-