X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftransition-effects%2Fcube-transition-effect-impl.cpp;h=bd52a8bccd9c16a011f3b57a44d5454f1220f709;hb=e4d638dd0b325673bbd504aef409676fc5593a9d;hp=29fd9e814ad68cc16b56902b611b8571d033970c;hpb=37aa8e50d140ee95be5f03fadbc269a0a239adde;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp b/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp index 29fd9e8..bd52a8b 100644 --- a/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp +++ b/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp @@ -22,10 +22,11 @@ #include // for strcmp #include #include -#include #include // INTERNAL INCLUDES +#include +#include #include namespace Dali @@ -47,38 +48,6 @@ DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transitionCompleted", DALI_TYPE_REGISTRATION_END() -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - varying mediump vec2 vTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 uTextureRect;\n - \n - void main()\n - {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - \n - vTexCoord = aPosition + vec2(0.5);\n - vTexCoord = mix(uTextureRect.xy, uTextureRect.zw, vTexCoord);\n - - gl_Position = vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec4 uSamplerRect; - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n - }\n -); - Actor CreateTile( const Vector4& samplerRect ) { Actor tile = Actor::New(); @@ -247,7 +216,7 @@ void CubeTransitionEffect::Initialize() void CubeTransitionEffect::OnSceneConnection( int depth ) { Geometry geometry = VisualFactoryCache::CreateQuadGeometry(); - Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + Shader shader = Shader::New( SHADER_CUBE_TRANSITION_EFFECT_VERT, SHADER_CUBE_TRANSITION_EFFECT_FRAG ); TextureSet textureSet = TextureSet::New();