X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-scene3d%2Finternal%2Fgraphics%2Fshaders%2Fshadow-map-shader.frag;h=685c6026fea89239111bf1bd457400f353a5ea7c;hb=416c967b32519657cc2bb301c3087534e59e6af6;hp=91dace84627ee08cf6bda318dc5b3f36cf9520ec;hpb=f0ba55645a27aee48813393867972335454beb0f;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag index 91dace8..685c602 100644 --- a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag @@ -1,14 +1,13 @@ -#version 300 es uniform lowp vec4 uColorFactor; // Color from material uniform lowp float uMask; uniform lowp float uAlphaThreshold; -in mediump vec2 vUV; -in lowp vec4 vColor; +INPUT mediump vec2 vUV; +INPUT lowp vec4 vColor; -//in highp float depth; -//out highp vec4 FragColor; +//INPUT highp float depth; +//OUTPUT highp vec4 FragColor; #ifdef THREE_TEX #ifdef BASECOLOR_TEX @@ -28,13 +27,13 @@ void main() #ifdef THREE_TEX // The albedo may be defined from a base texture or a flat color #ifdef BASECOLOR_TEX - lowp vec4 baseColor = texture(sAlbedoAlpha, vUV); + lowp vec4 baseColor = TEXTURE(sAlbedoAlpha, vUV); baseColor = vColor * vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor; #else // BASECOLOR_TEX lowp vec4 baseColor = vColor * uColorFactor; #endif // BASECOLOR_TEX #else // THREE_TEX - lowp vec4 albedoMetal = texture(sAlbedoMetal, vUV); + lowp vec4 albedoMetal = TEXTURE(sAlbedoMetal, vUV); lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor; #endif // THREE_TEX