Revert changes at gaussian-blur-view.frag 64/313364/1
authorjmm <j0064423.lee@samsung.com>
Tue, 25 Jun 2024 01:15:06 +0000 (10:15 +0900)
committerjmm <j0064423.lee@samsung.com>
Tue, 25 Jun 2024 01:15:06 +0000 (10:15 +0900)
Change-Id: I1f0556d3a25053b970103ffacbeaa3e1a6696987

dali-toolkit/internal/controls/render-effects/blur-effect-impl.cpp
dali-toolkit/internal/graphics/shaders/blur-effect.frag [new file with mode: 0644]
dali-toolkit/internal/graphics/shaders/gaussian-blur-view.frag

index fd1dbf8..243e0c3 100644 (file)
@@ -122,7 +122,7 @@ void BlurEffectImpl::Initialize()
 
   std::ostringstream fragmentStringStream;
   fragmentStringStream << "#define NUM_SAMPLES " << mPixelRadius << "\n";
-  fragmentStringStream << SHADER_GAUSSIAN_BLUR_VIEW_FRAG;
+  fragmentStringStream << SHADER_BLUR_EFFECT_FRAG;
   std::string fragmentSource(fragmentStringStream.str());
 
   //////////////////////////////////////////////////////
diff --git a/dali-toolkit/internal/graphics/shaders/blur-effect.frag b/dali-toolkit/internal/graphics/shaders/blur-effect.frag
new file mode 100644 (file)
index 0000000..626d27b
--- /dev/null
@@ -0,0 +1,15 @@
+varying highp vec2 vTexCoord;
+uniform sampler2D sTexture;
+uniform lowp vec4 uColor;
+uniform highp vec2 uSampleOffsets[NUM_SAMPLES];
+uniform highp float uSampleWeights[NUM_SAMPLES];
+
+void main()
+{
+  highp vec4 col = vec4(0.0);
+  for (int i=0; i<NUM_SAMPLES; ++i)
+  {
+    col += (texture2D(sTexture, vTexCoord + uSampleOffsets[i]) + texture2D(sTexture, vTexCoord - uSampleOffsets[i])) * uSampleWeights[i];
+  }
+  gl_FragColor = col;
+}
index 626d27b..6613b0f 100644 (file)
@@ -1,15 +1,15 @@
-varying highp vec2 vTexCoord;
+varying mediump vec2 vTexCoord;
 uniform sampler2D sTexture;
 uniform lowp vec4 uColor;
-uniform highp vec2 uSampleOffsets[NUM_SAMPLES];
-uniform highp float uSampleWeights[NUM_SAMPLES];
+uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];
+uniform mediump float uSampleWeights[NUM_SAMPLES];
 
 void main()
 {
-  highp vec4 col = vec4(0.0);
-  for (int i=0; i<NUM_SAMPLES; ++i)
+  mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];
+  for (int i=1; i<NUM_SAMPLES; ++i)
   {
-    col += (texture2D(sTexture, vTexCoord + uSampleOffsets[i]) + texture2D(sTexture, vTexCoord - uSampleOffsets[i])) * uSampleWeights[i];
+    col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];
   }
   gl_FragColor = col;
 }