#define DALI_TOOLKIT_INTERNAL_COLOR_ADJUSTER_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
#include <dali/public-api/object/property-map.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
-
-#define DALI_COMPOSE_SHADER(STR) #STR
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
-inline void SetColorAdjusterProperties( Actor& actor, const Vector3& hsvDelta, bool ignoreAlpha = false )
+inline void SetColorAdjusterProperties(Actor& actor, const Vector3& hsvDelta, bool ignoreAlpha = false)
{
- actor.RegisterProperty( "uHSVDelta", hsvDelta );
- actor.RegisterProperty( "uIgnoreAlpha", ignoreAlpha ? 1.f : 0.f );
+ actor.RegisterProperty("uHSVDelta", hsvDelta);
+ actor.RegisterProperty("uIgnoreAlpha", ignoreAlpha ? 1.f : 0.f);
}
/**
*/
inline Property::Map CreateColorAdjuster()
{
- std::string fragmentShader = DALI_COMPOSE_SHADER(
- precision highp float;\n
- uniform vec3 uHSVDelta;\n
- uniform float uIgnoreAlpha;\n
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- float rand(vec2 co) \n
- {\n
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
- \n
- vec3 rgb2hsv(vec3 c)\n
- {\n
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n
- \n
- float d = q.x - min(q.w, q.y);\n
- float e = 1.0e-10;\n
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n
- }\n
- vec3 hsv2rgb(vec3 c)\n
- {\n
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n
- }\n
- void main() {\n
- vec4 color = texture2D(sTexture, vTexCoord); \n
- vec3 hsvColor = rgb2hsv( color.rgb );\n
- // modify the hsv Value
- hsvColor += uHSVDelta * rand(vTexCoord); \n
- // if the new vale exceeds one, then decrease it
- hsvColor -= max(hsvColor*2.0 - vec3(2.0), 0.0);\n
- // if the new vale drops below zero, then increase it
- hsvColor -= min(hsvColor*2.0, 0.0);\n
- color.rgb = hsv2rgb( hsvColor ); \n
- // uIgnoreAlpha decide the result alpha will be 1.0 or source's alpha
- color.a += uIgnoreAlpha;\n
- gl_FragColor = color; \n
- }\n
- );
-
Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShader;
+ customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_BUBBLE_EFFECT_COLOR_ADJUSTER_FRAG.data();
Property::Map map;
- map[ Toolkit::DevelVisual::Property::SHADER ] = customShader;
+ map[Toolkit::Visual::Property::SHADER] = customShader;
return map;
}