X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fblur-two-pass-filter.cpp;h=f86ffd4df1f4186bdc06da6b0905b1ba9b758c7c;hb=70510385d88cfbd5c232117d8436ca74c523e172;hp=e870650ad8f451de318c0d17a38b6231e325eeaa;hpb=77af66aef5b24b239f271ef76bd7f21ea103f91c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index e870650..f86ffd4 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp @@ -28,6 +28,7 @@ // INTERNAL INCLUDES #include +#include namespace Dali { @@ -58,24 +59,6 @@ const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f }; -const char* BLUR_TWO_PASS_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "varying mediump vec2 vTexCoord;\n" - "uniform sampler2D sTexture;\n" - "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n" - "uniform float uSampleWeights[NUM_SAMPLES];\n" - "void main()\n" - "{\n" - " vec4 color = vec4(0.0);\n" - " for( int i = 0; i < NUM_SAMPLES; ++i )\n" - " {\n" - " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n" - " }\n" - " gl_FragColor = color;\n" - "}\n" -}; - std::string GetOffsetUniformName( int index ) { std::ostringstream oss; @@ -90,20 +73,6 @@ std::string GetWeightUniformName( int index ) return oss.str(); } -const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "uniform float uBlurStrength;\n " - "uniform sampler2D sTexture;\n" - "uniform sampler2D sEffect;\n" - "varying mediump vec2 vTexCoord;\n" - "void main()\n" - "{\n" - " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength" - " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n" - "}\n" -}; - const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" ); const char* const EFFECT_IMAGE_NAME( "sEffect" ); @@ -135,7 +104,7 @@ void BlurTwoPassFilter::Enable() // Set up blur-two-pass custom shader std::ostringstream sstream; sstream << "#define NUM_SAMPLES " << kernelSize << "\n"; - sstream << BLUR_TWO_PASS_FRAGMENT_SOURCE; + sstream << SHADER_BLUR_TWO_PASS_SHADER_FRAG; std::string fragmentSource( sstream.str() ); // create actor to render input with applied emboss effect @@ -165,7 +134,7 @@ void BlurTwoPassFilter::Enable() mBlurredFrameBuffer.AttachColorTexture( blurredTexture ); // create an actor to blend the blurred image and the input image with the given blur strength - Renderer rendererForBlending = CreateRenderer( BASIC_VERTEX_SOURCE, BLEND_TWO_IMAGES_FRAGMENT_SOURCE ); + Renderer rendererForBlending = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_BLUR_TWO_IMAGES_SHADER_FRAG ); TextureSet textureSetForBlending = rendererForBlending.GetTextures(); textureSetForBlending.SetTexture( 0u, blurredTexture ); textureSetForBlending.SetTexture( 1u, mInputTexture );