#include <dali-toolkit/devel-api/image-loader/texture-manager.h>
#include "shared/view.h"
+#include "generated/image-view-url-frag.h"
using namespace Dali;
const char* const BUTTON_ICON(DEMO_IMAGE_DIR "icon-change.png");
const char* const BUTTON_ICON_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png");
-const char* FILTER_FRAGMENT_SOURCE =
- {
- "precision highp float;\n"
- "varying mediump vec2 vTexCoord;\n"
- "uniform sampler2D sTexture;\n"
- "uniform mediump float uDelta;\n"
- "void main()\n"
- "{\n"
- " vec4 color = vec4(0.0);\n"
- " vec2 texCoord = vTexCoord * 2. - 1.;\n"
- " mat2 rotation = mat2(cos(uDelta), -sin(uDelta), sin(uDelta), cos(uDelta));"
- " texCoord = (rotation * texCoord) * .5 + .5;\n"
- " color += texture2D( sTexture, texCoord );\n"
- " gl_FragColor = color;\n"
- "}\n"};
-
const char* DELTA_UNIFORM_NAME = "uDelta";
const Vector2 TARGET_SIZE(800.f, 800.f);
mActorForInput.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActorForInput.SetProperty(Actor::Property::SIZE, TARGET_SIZE);
Property::Map customShader;
- customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = FILTER_FRAGMENT_SOURCE;
+ customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_IMAGE_VIEW_URL_FRAG.data();
Property::Map visualMap;
visualMap.Insert(Toolkit::Visual::Property::SHADER, customShader);
mActorForInput.SetProperty(Toolkit::ImageView::Property::IMAGE, visualMap);