Converting shaders to latest DALI lang 98/321598/1
authorDavid Steele <david.steele@samsung.com>
Tue, 25 Mar 2025 14:57:26 +0000 (14:57 +0000)
committerDavid Steele <david.steele@samsung.com>
Tue, 25 Mar 2025 14:57:26 +0000 (14:57 +0000)
Change-Id: Idcf1e245743c9d4534a9c5a05249fd165da78146

examples/color-transition/shaders/color-transition-controller-composite.frag
examples/color-transition/shaders/color-transition-controller-composite.vert
examples/render-pass-tag/render-pass-tag-example.cpp
resources/scripts/shader-effect-ripple.json

index 49c79ade36195039cd7949a3c67c750a79dbe255..655e98e2a357e743943f64c15ff33e061201551b 100644 (file)
@@ -1,19 +1,24 @@
+//@version 100
+
 precision mediump float;
 
 const float kStepsilon = 1e-2;
 
-uniform sampler2D sColor;
-uniform sampler2D sFlowMap;
+UNIFORM sampler2D sColor;
+UNIFORM sampler2D sFlowMap;
 
-uniform float uFlow;
-uniform vec3 uRgb[2];
+UNIFORM_BLOCK FragBlock
+{
+  UNIFORM float uFlow;
+  UNIFORM vec3 uRgb[2];
+};
 
-varying vec2 vUv;
-varying vec2 vUvFlow;
+INPUT vec2 vUv;
+INPUT vec2 vUvFlow;
 
 void main()
 {
-  vec4 colorAlpha = texture2D(sColor, vUv);
+  vec4 colorAlpha = TEXTURE(sColor, vUv);
   float flow = smoothstep(.5 - kStepsilon, .5 + kStepsilon, clamp(uFlow + texture2D(sFlowMap, vUvFlow).r, 0., 1.));
 
   gl_FragColor = vec4(mix(colorAlpha.rgb, mix(uRgb[0], uRgb[1], flow), colorAlpha.a), 1.);
index dc2b8b076e0e2f97b04d7b702399a2eed6dd66ae..e3549f28cdd5ba4c346690617e733e2e9abce7c7 100644 (file)
@@ -1,17 +1,24 @@
+//@version 100
+
 precision mediump float;
 
 // <DALI>
-uniform mat4 uMvpMatrix;
-uniform vec3 uSize;
+UNIFORM_BLOCK Vanilla
+{
+  uniform mat4 uMvpMatrix;
+  uniform vec3 uSize;
+};
 // </DALI>
 
-uniform float uFlow;
-uniform vec4 uUvTransform; // rotation, scale (initial, target))
-
-attribute vec2 aPosition;
+UNIFORM_BLOCK VertBlock
+{
+UNIFORM float uFlow;
+UNIFORM vec4 uUvTransform; // rotation, scale (initial, target))
+};
 
-varying vec2 vUv;
-varying vec2 vUvFlow;
+INPUT vec2 aPosition;
+OUTPUT vec2 vUv;
+OUTPUT vec2 vUvFlow;
 
 void main()
 {
index fb912b6bbae7a728850352f6968cda22fbfc4877..f66d58f75956de2e44d127e1e2e98bc420472479 100644 (file)
@@ -51,9 +51,14 @@ Geometry CreateQuadGeometry()
 }
 
 const std::string_view SHADER_COLOR_TEST_SHADER_VERT{
-  R"(INPUT mediump vec2 aPosition;
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
+  R"(
+//@version 100
+INPUT mediump vec2 aPosition;
+UNIFORM_BLOCK Vanilla
+{
+UNIFORM highp mat4 uMvpMatrix;
+UNIFORM highp vec3 uSize;
+};
 
 void main()
 {
@@ -63,18 +68,24 @@ void main()
 
 const std::string_view SHADER_COLOR_TEST_SHADER_FRAG{
   R"(
+//@version 100
 void main()
 {
-  OUT_COLOR = vec4(0.0, 0.0, 1.0, 1.0);
+  gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
 }
 )"};
 
 const std::string_view SHADER_IMAGE_TEST_SHADER_VERT{
-  R"(INPUT mediump vec2 aPosition;
+  R"(
+//@version 100
+INPUT mediump vec2 aPosition;
 OUTPUT mediump vec2 vTexCoord;
 
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
+UNIFORM_BLOCK Vanilla
+{
+UNIFORM highp mat4 uMvpMatrix;
+UNIFORM highp vec3 uSize;
+};
 
 void main()
 {
@@ -84,16 +95,18 @@ void main()
 )"};
 
 const std::string_view SHADER_IMAGE_TEST_SHADER_FRAG{
-  R"(INPUT mediump vec2 vTexCoord;
-//
-uniform sampler2D sColorTexture;
-uniform sampler2D sTexture;
+  R"(
+//@version 100
+INPUT mediump vec2 vTexCoord;
+
+UNIFORM sampler2D sColorTexture;
+UNIFORM sampler2D sTexture;
 
 void main()
 {
   mediump vec2 texCoord = vTexCoord;
   lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * TEXTURE( sColorTexture, texCoord );
-  OUT_COLOR = textureColor;
+  gl_FragColor = textureColor;
 }
 )"};
 
index 24698244df2dd14b929e7be86f4420a64173697a..2c024768d77b7e2fd85c85e6da3e5348ce4270f2 100644 (file)
         "desiredHeight": 400,
         "shader": {
           "fragmentShader": [
-              "{DALI_FRAGMENT_SHADER_PREFIX}",
-              "precision mediump float;",
-              "uniform sampler2D sTexture;",
-              "uniform vec4 uColor;",
-              "uniform float uAmplitude;",
-              "uniform float uTime;",
-              "INPUT vec2 vTexCoord;",
-              "void main()",
-              "{",
-              "  highp vec2 pos = -1.0 + 2.0 * vTexCoord;",
-              "  highp float len = length(pos);",
-              "  highp vec2 texCoord = vTexCoord + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude;",
-              "  OUT_COLOR = TEXTURE(sTexture, texCoord) * uColor;",
-              "}"
-            ]
-          }
+            "//@version 100",
+            "precision mediump float;",
+            "UNIFORM sampler2D sTexture;",
+            "UNIFORM_BLOCK FragBlock",
+            "{"
+            "  UNIFORM vec4 uColor;",
+            "  UNIFORM float uAmplitude;",
+            "  UNIFORM float uTime;",
+            "};",
+            "INPUT vec2 vTexCoord;",
+            "void main()",
+            "{",
+            "  highp vec2 pos = -1.0 + 2.0 * vTexCoord;",
+            "  highp float len = length(pos);",
+            "  highp vec2 texCoord = vTexCoord + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude;",
+            "  gl_FragColor = TEXTURE(sTexture, texCoord) * uColor;",
+            "}"
+          ]
+        }
       },
       "animatableProperties": {
         "uAmplitude": 0.02,