// INTERNAL_INCLUDES
#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace //Unnamed namespace
{
const float GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
const char* ALPHA_UNIFORM_NAME( "uAlpha" );
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp float uAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- gl_FragColor.a *= uAlpha;
- }\n
-);
/**
* The constraint is used to blend the group of blurred images continuously with a unified blur strength property value which ranges from zero to one.
Actor self( Self() );
mBlurStrengthPropertyIndex = self.RegisterProperty( "blurStrength", 0.f );
+
+ DevelControl::SetAccessibilityConstructor( self, []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+ } );
}
void SuperBlurView::SetTexture( Texture texture )
for(unsigned int i=0; i<mBlurLevels+1;i++)
{
- mRenderers[i] = CreateRenderer( BASIC_VERTEX_SOURCE, FRAGMENT_SHADER );
+ mRenderers[i] = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SUPER_BLUR_VIEW_FRAG );
mRenderers[i].SetProperty( Dali::Renderer::Property::DEPTH_INDEX, (int)i );
self.AddRenderer( mRenderers[i] );