namespace
{
-// properties: linear gradient
-const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2
-const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2
-
-// properties: radial gradient
-const char * const CENTER_NAME("center"); // Property::VECTOR2
-const char * const RADIUS_NAME("radius"); // Property::FLOAT
-
-// properties: linear&radial gradient
-const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT
-const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4
-const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox"
-const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat"
DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS )
DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX )
// vertex shader for gradient units as OBJECT_BOUNDING_BOX
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
// vertex shader for gradient units as USER_SPACE
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
varying mediump vec2 vTexCoord;\n
\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
+ gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
}\n
),
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
varying mediump vec2 vTexCoord;\n
\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
+ gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
}\n
)
};