X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Femboss-filter.cpp;h=7ea7fe1dedb733ad34f877bf13c16516417dfeda;hb=70510385d88cfbd5c232117d8436ca74c523e172;hp=b1bd177f72bd98221b3b196e1757c061742519b3;hpb=946461ac1b49e996d9155c95130ec5aa1b08f77d;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/filters/emboss-filter.cpp b/dali-toolkit/internal/filters/emboss-filter.cpp index b1bd177..7ea7fe1 100644 --- a/dali-toolkit/internal/filters/emboss-filter.cpp +++ b/dali-toolkit/internal/filters/emboss-filter.cpp @@ -28,6 +28,7 @@ // INTERNAL INCLUDES #include +#include namespace Dali { @@ -41,35 +42,6 @@ namespace Internal namespace { -const char* EMBOSS_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "varying mediump vec2 vTexCoord;\n" - "uniform sampler2D sTexture;\n" - "uniform vec2 uTexScale;\n" - "uniform vec3 uCoefficient;\n" - "\n" - "void main()\n" - "{\n" - " vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n" - " color += uCoefficient.y * texture2D( sTexture, vTexCoord );\n" - " color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n" - " gl_FragColor = color;\n" - "}\n" -}; - -const char* const COMPOSITE_FRAGMENT_SOURCE = -{ - "varying mediump vec2 vTexCoord;\n" - "uniform sampler2D sTexture;\n" - "uniform lowp vec4 uEffectColor;\n" - "void main()\n" - "{\n" - " gl_FragColor = uEffectColor;\n" - " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n" - "}\n" -}; - const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" ); const char* const COEFFICIENT_UNIFORM_NAME( "uCoefficient" ); const char* const COLOR_UNIFORM_NAME( "uEffectColor" ); @@ -103,7 +75,7 @@ void EmbossFilter::Enable() mActorForInput1.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale ); mActorForInput1.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( 2.f, -1.f, -1.f ) ); // set EMBOSS custom shader - Renderer renderer1 = CreateRenderer( BASIC_VERTEX_SOURCE, EMBOSS_FRAGMENT_SOURCE ); + Renderer renderer1 = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_SHADER_FRAG ); SetRendererTexture( renderer1, mInputTexture ); mActorForInput1.AddRenderer( renderer1 ); mRootActor.Add( mActorForInput1 ); @@ -114,7 +86,7 @@ void EmbossFilter::Enable() mActorForInput2.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale ); mActorForInput2.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( -1.f, -1.f, 2.f ) ); // set EMBOSS custom shader - Renderer renderer2 = CreateRenderer( BASIC_VERTEX_SOURCE, EMBOSS_FRAGMENT_SOURCE ); + Renderer renderer2 = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_SHADER_FRAG ); SetRendererTexture( renderer2, mInputTexture ); mActorForInput2.AddRenderer( renderer2 ); mRootActor.Add( mActorForInput2 ); @@ -126,12 +98,12 @@ void EmbossFilter::Enable() mRootActor.Add( mActorForComposite ); - mRendererForEmboss1 = CreateRenderer( BASIC_VERTEX_SOURCE, COMPOSITE_FRAGMENT_SOURCE ); + mRendererForEmboss1 = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_COMPOSITE_SHADER_FRAG ); SetRendererTexture( mRendererForEmboss1, mFrameBufferForEmboss1 ); mRendererForEmboss1.RegisterProperty( COLOR_UNIFORM_NAME, Color::BLACK ); mActorForComposite.AddRenderer( mRendererForEmboss1 ); - mRendererForEmboss2 = CreateRenderer( BASIC_VERTEX_SOURCE, COMPOSITE_FRAGMENT_SOURCE ); + mRendererForEmboss2 = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_COMPOSITE_SHADER_FRAG ); SetRendererTexture( mRendererForEmboss2, mFrameBufferForEmboss2 ); mRendererForEmboss2.RegisterProperty( COLOR_UNIFORM_NAME, Color::WHITE ); mActorForComposite.AddRenderer( mRendererForEmboss2 );