-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
#include <dali-toolkit/public-api/shader-effects/dissolve-effect.h>
Dali::ShaderEffect shaderEffectCustom;
if( useHighPrecision )
{
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShader, prefixHighPrecision + fragmentShader,
+ shaderEffectCustom = Dali::ShaderEffect::New( prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
}
else
{
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShader, prefixMediumPrecision + fragmentShader,
+ shaderEffectCustom = Dali::ShaderEffect::New( prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
}
Dali::Toolkit::DissolveEffect handle( shaderEffectCustom );
handle.SetUniform( DISTORTION_PROPERTY_NAME, 0.0f );
- handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(50.0f) );
+ handle.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(50.0f) );
handle.SetCentralLine( Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) );