Updated Style Shaders for Android & Mobile 93/321193/2
authorAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 28 Nov 2024 17:47:34 +0000 (17:47 +0000)
committerAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 28 Nov 2024 17:58:53 +0000 (17:58 +0000)
Change-Id: I2e5d3d3ce209f5e60bfea14c60f310d36c2052f3

resources/style/android/base-theme.json
resources/style/mobile/base-theme.json

index 667e208782db7dee7bbaf90c98e1f9379f0df176..69995b0ed98bb4774d40e45fc61ec89d33a75d15 100644 (file)
@@ -51,7 +51,7 @@
               {
                 "fragmentShader":[
                   "//@version 100",
-                  "  varying mediump vec2  vTexCoord;",
+                  "  INPUT mediump vec2  vTexCoord;",
                   "  UNIFORM sampler2D     sTexture;",
                   "  UNIFORM_BLOCK FragBlock",
                   "  {",
               "shader":
               {
                 "fragmentShader":[
-                  "  varying mediump vec2  vTexCoord;",
+                  "//@version 100",
+                  "  INPUT mediump vec2  vTexCoord;",
                   "  UNIFORM sampler2D     sTexture;",
                   "  UNIFORM_BLOCK FragBlock",
                   "  {",
                   "    UNIFORM lowp    vec4  uColor;",
                   "    UNIFORM mediump vec3  uCustomPosition;",
                   "  };",
+                  "",
                   "  void main()",
                   "  {",
                   "    if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
index 3a817c5cbf9ac417981cae069bf7dbe60148557f..43e10468aae8cca699cae87a9b1756cd85a22777 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
               "shader":
               {
                 "fragmentShader":[
-                  "  varying mediump vec2  vTexCoord;",
-                  "  uniform lowp    vec4  uColor;",
-                  "  uniform sampler2D     sTexture;",
-                  "  uniform mediump vec3  uCustomPosition;",
-                  "",
+                  "//@version 100",
+                  "  INPUT mediump vec2  vTexCoord;",
+                  "  UNIFORM sampler2D     sTexture;",
+                  "  UNIFORM_BLOCK FragBlock",
+                  "  {",
+                  "    UNIFORM lowp    vec4  uColor;",
+                  "    UNIFORM mediump vec3  uCustomPosition;",
+                  "  };",
                   "  void main()",
                   "  {",
-                  "    if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )",
+                  "    if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
                   "    {",
                   "      discard;",
                   "    }",
                   "",
                   "    mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );",
-                  "    mediump vec4 color = texture2D( sTexture, wrapTexCoord );",
+                  "    mediump vec4 color = TEXTURE( sTexture, wrapTexCoord );",
                   "    mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;",
                   "",
                   "    gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );",
               "shader":
               {
                 "fragmentShader":[
-                  "  varying mediump vec2  vTexCoord;",
-                  "  uniform lowp    vec4  uColor;",
-                  "  uniform sampler2D     sTexture;",
-                  "  uniform mediump vec3  uCustomPosition;",
+                  "//@version 100",
+                  "  INPUT mediump vec2  vTexCoord;",
+                  "  UNIFORM sampler2D     sTexture;",
+                  "  UNIFORM_BLOCK FragBlock",
+                  "  {",
+                  "    UNIFORM lowp    vec4  uColor;",
+                  "    UNIFORM mediump vec3  uCustomPosition;",
+                  "  };",
                   "",
                   "  void main()",
                   "  {",
-                  "    if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )",
+                  "    if( TEXTURE( sTexture, vTexCoord ).a <= 0.0001 )",
                   "    {",
                   "      discard;",
                   "    }",
                   "",
                   "    mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );",
-                  "    mediump vec4 color = texture2D( sTexture, wrapTexCoord );",
+                  "    mediump vec4 color = TEXTURE( sTexture, wrapTexCoord );",
                   "    mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;",
                   "",
                   "    gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );",