-//
-// 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/swirl-effect.h>
{
// append the default version
std::string fragmentShader(
- "uniform vec2 uTextureSize;\n"
- "uniform float uRadius;\n"
- "uniform float uAngle;\n"
- "uniform vec2 uCenter;\n"
+ "uniform mediump vec2 uTextureSize;\n"
+ "uniform highp float uRadius;\n"
+ "uniform highp float uAngle;\n"
+ "uniform mediump vec2 uCenter;\n"
"void main()\n"
"{\n"
- " vec2 textureCenter = (sTextureRect.xy + sTextureRect.zw) * 0.5;\n"
+ " highp vec2 textureCenter = (sTextureRect.xy + sTextureRect.zw) * 0.5;\n"
" textureCenter = vTexCoord.st - textureCenter;\n"
- " float distance = length(textureCenter);\n"
+ " highp float distance = length(textureCenter);\n"
" if (distance >= uRadius)\n"
" discard;\n"
- " float percent = (uRadius - distance) / uRadius;\n"
- " float theta = percent * percent * uAngle * 4.0;\n"
- " float sinTheta = sin(theta);\n"
- " float cosTheta = cos(theta);\n" );
+ " highp float percent = (uRadius - distance) / uRadius;\n"
+ " highp float theta = percent * percent * uAngle * 4.0;\n"
+ " highp float sinTheta = sin(theta);\n"
+ " highp float cosTheta = cos(theta);\n" );
// if warp, loose the sign from sin
if( warp )
{