X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fsoft-button-effect.h;h=f02963e699a27ffdc2fe9c3586f3846a999aa8c5;hb=23ceb4d9eef323cddf0c0f6d13f3a02226926911;hp=21ff3a4de13777f3169047e95dda8b4dd37d00b1;hpb=1c5674a11a51310ee689d6daf4e6b7d94dec607e;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/shader-effects/soft-button-effect.h b/dali-toolkit/devel-api/shader-effects/soft-button-effect.h index 21ff3a4..f02963e 100644 --- a/dali-toolkit/devel-api/shader-effects/soft-button-effect.h +++ b/dali-toolkit/devel-api/shader-effects/soft-button-effect.h @@ -117,7 +117,7 @@ inline ShaderEffect CreateSoftButtonEffect(SoftButtonEffectType type) "void main()\n" "{\n" - " vTexCoord = aTexCoord;\n" + " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n" // Get the rect coords of the effect region in -1..1 range, i.e. circle centred around the center of the rect // Done in the vertex shader itself to make use of gl interpolation for varying. " vCentredCoord = vec2( ( (vTexCoord.x - uEffectRegion.x)/(uEffectRegion.z - uEffectRegion.x) * 2.0 - 1.0 ), ( (vTexCoord.y - uEffectRegion.y)/(uEffectRegion.w - uEffectRegion.y) * 2.0 - 1.0 ) );\n" @@ -343,16 +343,16 @@ inline ShaderEffect CreateSoftButtonEffect(SoftButtonEffectType type) switch(type) { case SOFT_BUTTON_RECTANGULAR: - shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); + shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); break; case SOFT_BUTTON_ELLIPTICAL: - shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); + shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); break; case SOFT_BUTTON_FIXED: default: - shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); + shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE )); break; }