X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fmesh%2Fmesh-renderer.cpp;h=acc248c34d909411afbd34e84577048b8601a41f;hb=d00a250741411c386d988e7ac34525cf94a1918e;hp=717c00b429ae638465b75d00b8ef83be9ccbce8f;hpb=27649fa487f2913206331c98e41ea5787001061e;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/renderers/mesh/mesh-renderer.cpp b/dali-toolkit/internal/controls/renderers/mesh/mesh-renderer.cpp index 717c00b..acc248c 100644 --- a/dali-toolkit/internal/controls/renderers/mesh/mesh-renderer.cpp +++ b/dali-toolkit/internal/controls/renderers/mesh/mesh-renderer.cpp @@ -28,8 +28,6 @@ //INTERNAL INCLUDES #include -#include -#include #include namespace Dali @@ -115,8 +113,8 @@ const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER( //Illumination in Model-View space - Transform attributes and uniforms\n vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n - vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n - vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n + vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n + vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n float lightDiffuse = max( dot( vecToLight, normal ), 0.0 );\n @@ -161,8 +159,8 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( //Illumination in Model-View space - Transform attributes and uniforms\n vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n - vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n - vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n + vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n + vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n @@ -223,8 +221,8 @@ const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER( vertexPosition = uMvpMatrix * vertexPosition;\n vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n - vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n - vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n + vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n + vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n vec3 tangent = normalize( uNormalMatrix * aTangent ); vec3 binormal = normalize( uNormalMatrix * aBiNormal );