From: Eunki, Hong Date: Tue, 19 Nov 2024 06:31:00 +0000 (+0900) Subject: [Tizen] Revert "Upgraded DALi Toolkit shaders" X-Git-Tag: accepted/tizen/9.0/unified/20241201.053515~2 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=1c59e51d3610adc23f74711df1dfd42803a7e503;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git [Tizen] Revert "Upgraded DALi Toolkit shaders" Change-Id: I7b525bf0150b57772381d6c590164feaac6d039b --- diff --git a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag index e5a6f2e308..e9d48648ca 100644 --- a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag @@ -1,4 +1,3 @@ -//@version 100 // Original Code // https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/glTF-WebGL-PBR/shaders/pbr-frag.glsl @@ -31,127 +30,97 @@ precision mediump float; #define ROUGHNESS a #endif //GLTF_CHANNELS +uniform lowp vec4 uColor; // Color from SceneGraph +uniform lowp vec4 uColorFactor; // Color from material +uniform lowp float uMetallicFactor; +uniform lowp float uRoughnessFactor; +uniform lowp float uDielectricSpecular; + #ifdef THREE_TEX #ifdef BASECOLOR_TEX -UNIFORM sampler2D sAlbedoAlpha; -#endif +uniform sampler2D sAlbedoAlpha; +uniform float uBaseColorTextureTransformAvailable; +uniform mat3 uBaseColorTextureTransform; +#endif // BASECOLOR_TEX #ifdef METALLIC_ROUGHNESS_TEX -UNIFORM sampler2D sMetalRoughness; -#endif +uniform sampler2D sMetalRoughness; +uniform float uMetalRoughnessTextureTransformAvailable; +uniform mat3 uMetalRoughnessTextureTransform; +#endif // METALLIC_ROUGHNESS_TEX #ifdef NORMAL_TEX -UNIFORM sampler2D sNormal; -#endif -#else -UNIFORM sampler2D sAlbedoMetal; -UNIFORM sampler2D sNormalRoughness; +uniform sampler2D sNormal; +uniform float uNormalTextureTransformAvailable; +uniform mat3 uNormalTextureTransform; +uniform float uNormalScale; +#endif // NORMAL_TEX +#else // THREE_TEX +uniform sampler2D sAlbedoMetal; +uniform float uBaseColorTextureTransformAvailable; +uniform mat3 uBaseColorTextureTransform; +uniform sampler2D sNormalRoughness; +uniform float uNormalRoughnessTextureTransformAvailable; +uniform mat3 uNormalRoughnessTextureTransform; #endif + + #ifdef OCCLUSION -UNIFORM sampler2D sOcclusion; +uniform sampler2D sOcclusion; +uniform float uOcclusionTextureTransformAvailable; +uniform mat3 uOcclusionTextureTransform; +uniform float uOcclusionStrength; #endif #ifdef EMISSIVE_TEXTURE -UNIFORM sampler2D sEmissive; +uniform sampler2D sEmissive; +uniform float uEmissiveTextureTransformAvailable; +uniform mat3 uEmissiveTextureTransform; #endif +uniform vec3 uEmissiveFactor; +uniform float uSpecularFactor; +uniform vec3 uSpecularColorFactor; #ifdef MATERIAL_SPECULAR_TEXTURE -UNIFORM sampler2D sSpecular; +uniform sampler2D sSpecular; #endif #ifdef MATERIAL_SPECULAR_COLOR_TEXTURE -UNIFORM sampler2D sSpecularColor; +uniform sampler2D sSpecularColor; #endif -/// For shadowmap -UNIFORM sampler2D sShadowMap; - -//// For IBL -UNIFORM sampler2D sbrdfLUT; -UNIFORM samplerCube sDiffuseEnvSampler; -UNIFORM samplerCube sSpecularEnvSampler; - -UNIFORM_BLOCK FragBlock0 -{ - UNIFORM lowp vec4 uColor;// Color from SceneGraph - UNIFORM lowp vec4 uColorFactor;// Color from material - UNIFORM lowp float uMetallicFactor; - UNIFORM lowp float uRoughnessFactor; - UNIFORM lowp float uDielectricSpecular; - -#ifdef THREE_TEX -#ifdef BASECOLOR_TEX - UNIFORM float uBaseColorTextureTransformAvailable; - UNIFORM mat3 uBaseColorTextureTransform; -#endif// BASECOLOR_TEX -#ifdef METALLIC_ROUGHNESS_TEX - UNIFORM float uMetalRoughnessTextureTransformAvailable; - UNIFORM mat3 uMetalRoughnessTextureTransform; -#endif// METALLIC_ROUGHNESS_TEX -#ifdef NORMAL_TEX - UNIFORM float uNormalTextureTransformAvailable; - UNIFORM mat3 uNormalTextureTransform; - UNIFORM float uNormalScale; -#endif// NORMAL_TEX -#else// THREE_TEX - UNIFORM float uBaseColorTextureTransformAvailable; - UNIFORM mat3 uBaseColorTextureTransform; - UNIFORM float uNormalRoughnessTextureTransformAvailable; - UNIFORM mat3 uNormalRoughnessTextureTransform; -#endif - -#ifdef OCCLUSION - UNIFORM float uOcclusionTextureTransformAvailable; - UNIFORM mat3 uOcclusionTextureTransform; - UNIFORM float uOcclusionStrength; -#endif - -#ifdef EMISSIVE_TEXTURE - UNIFORM float uEmissiveTextureTransformAvailable; - UNIFORM mat3 uEmissiveTextureTransform; -#endif - UNIFORM vec3 uEmissiveFactor; - UNIFORM float uSpecularFactor; - UNIFORM vec3 uSpecularColorFactor; - // For Light (Currently Directional Only) #define MAX_LIGHTS 5 - UNIFORM mediump int uLightCount; - UNIFORM mediump vec3 uLightDirection[MAX_LIGHTS]; - UNIFORM mediump vec3 uLightColor[MAX_LIGHTS]; +uniform mediump int uLightCount; +uniform mediump vec3 uLightDirection[MAX_LIGHTS]; +uniform mediump vec3 uLightColor[MAX_LIGHTS]; // For Shadow Map - UNIFORM lowp int uIsShadowReceiving; +uniform lowp int uIsShadowEnabled; +uniform sampler2D sShadowMap; +uniform lowp int uIsShadowReceiving; #ifdef SL_VERSION_LOW - UNIFORM int uShadowMapWidth; - UNIFORM int uShadowMapHeight; +uniform int uShadowMapWidth; +uniform int uShadowMapHeight; #endif +INPUT highp vec3 positionFromLightView; //// For IBL - UNIFORM float uIblIntensity; - UNIFORM float uMaxLOD; +uniform sampler2D sbrdfLUT; +uniform samplerCube sDiffuseEnvSampler; +uniform samplerCube sSpecularEnvSampler; +uniform float uIblIntensity; +uniform mediump vec3 uYDirection; +uniform float uMaxLOD; // For Alpha Mode. - UNIFORM lowp float uOpaque; - UNIFORM lowp float uMask; - UNIFORM lowp float uAlphaThreshold; -}; - -UNIFORM_BLOCK YDirection -{ - UNIFORM mediump vec3 uYDirection; -}; - -UNIFORM_BLOCK ShadowEnabled -{ - UNIFORM lowp int uIsShadowEnabled; -}; - +uniform lowp float uOpaque; +uniform lowp float uMask; +uniform lowp float uAlphaThreshold; // TODO: Multiple texture coordinate will be supported. INPUT mediump vec2 vUV; -INPUT highp mat3 vTBN; +INPUT lowp mat3 vTBN; INPUT lowp vec4 vColor; INPUT highp vec3 vPositionToCamera; -INPUT highp vec3 positionFromLightView; const float c_MinRoughness = 0.04; const float M_PI = 3.141592653589793; @@ -168,10 +137,10 @@ const float kSinPcfTheta = sin(kPcfTheta); const float kCosPcfTheta = cos(kPcfTheta); -UNIFORM mediump int uShadowLightIndex; -UNIFORM lowp int uEnableShadowSoftFiltering; -UNIFORM mediump float uShadowIntensity; -UNIFORM highp float uShadowBias; +uniform mediump int uShadowLightIndex; +uniform lowp int uEnableShadowSoftFiltering; +uniform mediump float uShadowIntensity; +uniform highp float uShadowBias; vec3 linear(vec3 color) { @@ -388,5 +357,5 @@ void main() #endif // EMISSIVE_TEXTURE color += emissive; - gl_FragColor = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a) * uColor; + OUT_COLOR = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a) * uColor; } diff --git a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert index 2ce2410710..8ee1bf4282 100644 --- a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert +++ b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert @@ -1,4 +1,3 @@ -//@version 100 // Original Code // https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/glTF-WebGL-PBR/shaders/pbr-vert.glsl @@ -38,76 +37,56 @@ ADD_EXTRA_SKINNING_ATTRIBUTES #endif #ifdef MORPH -UNIFORM highp sampler2D sBlendShapeGeometry; -#endif - -UNIFORM_BLOCK VertBlock0 -{ -#ifdef MORPH +uniform highp sampler2D sBlendShapeGeometry; #ifdef SL_VERSION_LOW - UNIFORM int uBlendShapeGeometryWidth; - UNIFORM int uBlendShapeGeometryHeight; +uniform int uBlendShapeGeometryWidth; +uniform int uBlendShapeGeometryHeight; #endif #endif - UNIFORM highp mat4 uViewMatrix; - UNIFORM highp mat3 uNormalMatrix; - UNIFORM highp mat4 uModelMatrix; - UNIFORM highp mat4 uProjection; +OUTPUT mediump vec2 vUV; +OUTPUT highp mat3 vTBN; +OUTPUT lowp vec4 vColor; +OUTPUT highp vec3 vPositionToCamera; + +uniform highp mat4 uViewMatrix; +uniform highp mat3 uNormalMatrix; +uniform highp mat4 uModelMatrix; +uniform highp mat4 uProjection; #ifdef SKINNING #ifdef SL_VERSION_LOW - #define MAX_BONES 80 - UNIFORM highp mat4 uBone[MAX_BONES]; +#define MAX_BONES 80 +uniform highp mat4 uBone[MAX_BONES]; +#else +#define MAX_BONES 256 +layout(std140) uniform Bones +{ + mat4 uBone[MAX_BONES]; +}; #endif + +uniform mediump vec3 uYDirection; #endif #ifdef MORPH #define MAX_BLEND_SHAPE_NUMBER 256 -UNIFORM int uNumberOfBlendShapes;///< Total number of blend shapes loaded. -UNIFORM highp float uBlendShapeWeight[MAX_BLEND_SHAPE_NUMBER];///< The weight of each blend shape. +uniform int uNumberOfBlendShapes; ///< Total number of blend shapes loaded. +uniform highp float uBlendShapeWeight[MAX_BLEND_SHAPE_NUMBER]; ///< The weight of each blend shape. #ifdef MORPH_VERSION_2_0 -UNIFORM highp float uBlendShapeUnnormalizeFactor;///< Factor used to unnormalize the geometry of the blend shape. +uniform highp float uBlendShapeUnnormalizeFactor; ///< Factor used to unnormalize the geometry of the blend shape. #else -UNIFORM highp float uBlendShapeUnnormalizeFactor[MAX_BLEND_SHAPE_NUMBER];///< Factor used to unnormalize the geometry of the blend shape. +uniform highp float uBlendShapeUnnormalizeFactor[MAX_BLEND_SHAPE_NUMBER]; ///< Factor used to unnormalize the geometry of the blend shape. #endif -UNIFORM highp int uBlendShapeComponentSize;///< The size in the texture of either the vertices, normals or tangents. Used to calculate the offset to address them. +uniform highp int uBlendShapeComponentSize; ///< The size in the texture of either the vertices, normals or tangents. Used to calculate the offset to address them. #endif // Shadow -UNIFORM highp mat4 uShadowLightViewProjectionMatrix; -}; - -#ifdef SKINNING -UNIFORM_BLOCK YDirection -{ - UNIFORM mediump vec3 uYDirection; -}; -#endif - -UNIFORM_BLOCK ShadowEnabled -{ - UNIFORM lowp int uIsShadowEnabled; -}; - -// Additional uniform block if using more bones -#ifdef SKINNING -#ifndef SL_VERSION_LOW -#define MAX_BONES 256 -UNIFORM_BLOCK Bones -{ - UNIFORM mat4 uBone[MAX_BONES]; -}; -#endif -#endif +uniform lowp int uIsShadowEnabled; +uniform highp mat4 uShadowLightViewProjectionMatrix; OUTPUT highp vec3 positionFromLightView; -OUTPUT mediump vec2 vUV; -OUTPUT highp mat3 vTBN; -OUTPUT lowp vec4 vColor; -OUTPUT highp vec3 vPositionToCamera; - void main() { highp vec4 position = vec4(aPosition, 1.0); diff --git a/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.frag b/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.frag index 2a5c4e3e05..3ce016bd7b 100644 --- a/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.frag +++ b/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.frag @@ -1,14 +1,10 @@ -//@version 100 precision mediump float; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +uniform lowp vec4 uColor; FLAT INPUT float vColor; void main() { vec3 rgb = vec3(fract(vColor), fract(vColor * 0.00390625), fract(vColor * 0.00390625 * 0.00390625)); - gl_FragColor = vec4(rgb, 1.) * uColor; + OUT_COLOR = vec4(rgb, 1.) * uColor; } \ No newline at end of file diff --git a/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.vert b/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.vert index 3c03ef6ea1..49860c8a27 100644 --- a/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.vert +++ b/dali-scene3d/internal/graphics/shaders/scene3d-joint-debug.vert @@ -1,10 +1,6 @@ -//@version 100 precision mediump float; -UNIFORM_BLOCK VertBlock -{ - UNIFORM mat4 uMvpMatrix; -}; +uniform mat4 uMvpMatrix; INPUT vec3 aPosition; INPUT float aColor; FLAT OUTPUT float vColor; diff --git a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag index c69c4e98eb..7d72c367f1 100644 --- a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.frag @@ -1,24 +1,24 @@ -//@version 100 -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColorFactor;// Color from material - UNIFORM lowp float uMask; - UNIFORM lowp float uAlphaThreshold; - UNIFORM int uIsShadowCasting; -}; +uniform lowp vec4 uColorFactor; // Color from material +uniform lowp float uMask; +uniform lowp float uAlphaThreshold; INPUT mediump vec2 vUV; INPUT lowp vec4 vColor; +//INPUT highp float depth; +//OUTPUT highp vec4 FragColor; + #ifdef THREE_TEX #ifdef BASECOLOR_TEX -UNIFORM sampler2D sAlbedoAlpha; +uniform sampler2D sAlbedoAlpha; #endif // BASECOLOR_TEX #else // THREE_TEX -UNIFORM sampler2D sAlbedoMetal; +uniform sampler2D sAlbedoMetal; #endif +uniform int uIsShadowCasting; + lowp vec3 linear(lowp vec3 color) { return pow(color, vec3(2.2)); diff --git a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.vert b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.vert index 1ba11dcfb1..521870098c 100644 --- a/dali-scene3d/internal/graphics/shaders/shadow-map-shader.vert +++ b/dali-scene3d/internal/graphics/shaders/shadow-map-shader.vert @@ -1,5 +1,3 @@ -//@version 100 - #define MORPH defined(MORPH_POSITION) || defined(MORPH_NORMAL) || defined(MORPH_TANGENT) #define ADD_EXTRA_SKINNING_ATTRIBUTES @@ -22,57 +20,49 @@ ADD_EXTRA_SKINNING_ATTRIBUTES; #endif #ifdef MORPH -UNIFORM highp sampler2D sBlendShapeGeometry; -#endif - -#ifdef SKINNING -#ifndef SL_VERSION_LOW -#define MAX_BONES 256 -UNIFORM_BLOCK Bones -{ - UNIFORM mat4 uBone[MAX_BONES]; -}; +uniform highp sampler2D sBlendShapeGeometry; +#ifdef SL_VERSION_LOW +uniform int uBlendShapeGeometryWidth; +uniform int uBlendShapeGeometryHeight; #endif #endif OUTPUT mediump vec2 vUV; OUTPUT lowp vec4 vColor; -UNIFORM_BLOCK VertBlock -{ -#ifdef MORPH -#ifdef SL_VERSION_LOW - UNIFORM int uBlendShapeGeometryWidth; - UNIFORM int uBlendShapeGeometryHeight; -#endif -#endif - - UNIFORM highp mat4 uViewMatrix; - UNIFORM highp mat4 uModelMatrix; - UNIFORM highp mat4 uProjection; +uniform highp mat4 uViewMatrix; +uniform highp mat4 uModelMatrix; +uniform highp mat4 uProjection; #ifdef SKINNING + #ifdef SL_VERSION_LOW #define MAX_BONES 80 - UNIFORM mat4 uBone[MAX_BONES]; +uniform mat4 uBone[MAX_BONES]; +#else +#define MAX_BONES 256 +layout(std140) uniform Bones +{ + mat4 uBone[MAX_BONES]; +}; #endif -UNIFORM mediump vec3 uYDirection; + +uniform mediump vec3 uYDirection; #endif #ifdef MORPH #define MAX_BLEND_SHAPE_NUMBER 256 -UNIFORM int uNumberOfBlendShapes;///< Total number of blend shapes loaded. -UNIFORM highp float uBlendShapeWeight[MAX_BLEND_SHAPE_NUMBER];///< The weight of each blend shape. +uniform int uNumberOfBlendShapes; ///< Total number of blend shapes loaded. +uniform highp float uBlendShapeWeight[MAX_BLEND_SHAPE_NUMBER]; ///< The weight of each blend shape. #ifdef MORPH_VERSION_2_0 -UNIFORM highp float uBlendShapeUnnormalizeFactor;///< Factor used to unnormalize the geometry of the blend shape. +uniform highp float uBlendShapeUnnormalizeFactor; ///< Factor used to unnormalize the geometry of the blend shape. #else -UNIFORM highp float uBlendShapeUnnormalizeFactor[MAX_BLEND_SHAPE_NUMBER];///< Factor used to unnormalize the geometry of the blend shape. +uniform highp float uBlendShapeUnnormalizeFactor[MAX_BLEND_SHAPE_NUMBER]; ///< Factor used to unnormalize the geometry of the blend shape. #endif -UNIFORM highp int uBlendShapeComponentSize;///< The size in the texture of either the vertices, normals or tangents. Used to calculate the offset to address them. +uniform highp int uBlendShapeComponentSize; ///< The size in the texture of either the vertices, normals or tangents. Used to calculate the offset to address them. #endif -UNIFORM highp mat4 uShadowLightViewProjectionMatrix; -}; +uniform highp mat4 uShadowLightViewProjectionMatrix; void main() { diff --git a/dali-scene3d/internal/graphics/shaders/skybox-equirectangular-shader.frag b/dali-scene3d/internal/graphics/shaders/skybox-equirectangular-shader.frag index 7663afc46f..c57c608b08 100644 --- a/dali-scene3d/internal/graphics/shaders/skybox-equirectangular-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/skybox-equirectangular-shader.frag @@ -1,15 +1,12 @@ // Fragment shader for a skybox in equirectangular projection precision mediump float; -UNIFORM sampler2D uSkyBoxEquirectangularTexture; +uniform sampler2D uSkyBoxEquirectangularTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM vec4 uColor; - UNIFORM float uIntensity; -}; +uniform vec4 uColor; +uniform float uIntensity; -INPUT vec3 vTexCoord; +varying vec3 vTexCoord; // Take the sample direction as interpolated from the cube's local position, // and use this direction vector and the spherical to cartesian coordinate @@ -36,6 +33,6 @@ void main() // Flip the texture UVs vertically vec2 uvFlippped = vec2(uv.x, 1.0 - uv.y); - vec4 texColor = TEXTURE( uSkyBoxEquirectangularTexture, uvFlippped ) * uIntensity; + vec4 texColor = texture2D( uSkyBoxEquirectangularTexture, uvFlippped ) * uIntensity; gl_FragColor = texColor * uColor; } diff --git a/dali-scene3d/internal/graphics/shaders/skybox-shader.frag b/dali-scene3d/internal/graphics/shaders/skybox-shader.frag index 834898af1d..7bf6e421f8 100644 --- a/dali-scene3d/internal/graphics/shaders/skybox-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/skybox-shader.frag @@ -1,16 +1,10 @@ -//@version 100 - -UNIFORM samplerCube uSkyBoxTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM mediump float uIntensity; -}; - -INPUT mediump vec3 vTexCoord; +uniform samplerCube uSkyBoxTexture; +uniform lowp vec4 uColor; +uniform mediump float uIntensity; +varying mediump vec3 vTexCoord; void main() { - mediump vec4 texColor = TEXTURE_CUBE(uSkyBoxTexture, vTexCoord) * uIntensity; + mediump vec4 texColor = textureCube(uSkyBoxTexture, vTexCoord) * uIntensity; gl_FragColor = texColor * uColor; } \ No newline at end of file diff --git a/dali-scene3d/internal/graphics/shaders/skybox-shader.vert b/dali-scene3d/internal/graphics/shaders/skybox-shader.vert index e0a29db99f..944bbb0089 100644 --- a/dali-scene3d/internal/graphics/shaders/skybox-shader.vert +++ b/dali-scene3d/internal/graphics/shaders/skybox-shader.vert @@ -1,15 +1,10 @@ -//@version 100 - -INPUT mediump vec3 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump mat4 uModelView; - UNIFORM mediump mat4 uModelMatrix; - UNIFORM mediump mat4 uViewMatrix; - UNIFORM mediump mat4 uProjection; - UNIFORM mediump mat4 uMvpMatrix; -}; -OUTPUT mediump vec3 vTexCoord; +attribute mediump vec3 aPosition; +uniform mediump mat4 uModelView; +uniform mediump mat4 uModelMatrix; +uniform mediump mat4 uViewMatrix; +uniform mediump mat4 uProjection; +uniform mediump mat4 uMvpMatrix; +varying mediump vec3 vTexCoord; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/alpha-discard-effect.frag b/dali-toolkit/internal/graphics/shaders/alpha-discard-effect.frag index 0412762784..d9b3d5af6c 100644 --- a/dali-toolkit/internal/graphics/shaders/alpha-discard-effect.frag +++ b/dali-toolkit/internal/graphics/shaders/alpha-discard-effect.frag @@ -1,14 +1,7 @@ -//@version 100 - -INPUT mediump vec2 vTexCoord; - -UNIFORM sampler2D sTexture; - -UNIFORM_BLOCK FragBlock -{ -UNIFORM lowp vec4 uColor; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 uColor; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.frag index f9c1acba52..7855bf055c 100644 --- a/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.frag @@ -1,19 +1,12 @@ -//@name animated-gradient-visual-shader.frag - -//@version 100 - precision mediump float; -UNIFORM_BLOCK FragBlock -{ - UNIFORM mediump vec4 start_color; - UNIFORM mediump vec4 end_color; - UNIFORM mediump float gradient_offset; -}; - -INPUT mediump vec2 vTexCoord; -INPUT mediump vec2 vStart; -INPUT mediump vec2 vEnd; +uniform mediump vec4 start_color; +uniform mediump vec4 end_color; +uniform mediump float gradient_offset; + +varying mediump vec2 vTexCoord; +varying mediump vec2 vStart; +varying mediump vec2 vEnd; float get_position(vec2 x, vec2 s, vec2 e) { diff --git a/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.vert index 0a36bf37a0..5faf423eb8 100644 --- a/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/animated-gradient-visual-shader.vert @@ -1,21 +1,15 @@ -//@name animated-gradient-visual-shader.vert +attribute mediump vec2 aPosition; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; -//@version 100 +uniform mediump vec2 start_point; +uniform mediump vec2 end_point; +uniform mediump vec2 rotate_center; +uniform mediump float rotate_angle; -INPUT mediump vec2 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; - UNIFORM mediump vec2 start_point; - UNIFORM mediump vec2 end_point; - UNIFORM mediump vec2 rotate_center; - UNIFORM mediump float rotate_angle; -}; - -OUTPUT mediump vec2 vTexCoord; -OUTPUT mediump vec2 vStart; -OUTPUT mediump vec2 vEnd; +varying mediump vec2 vTexCoord; +varying mediump vec2 vStart; +varying mediump vec2 vEnd; vec2 rotate(vec2 x, vec2 c, float a) { @@ -34,14 +28,11 @@ vec2 rotate(vec2 x, vec2 c, float a) } //Visual size and offset -UNIFORM_BLOCK VisualBlock -{ - UNIFORM mediump vec2 offset; - UNIFORM highp vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; +uniform mediump vec2 offset; +uniform highp vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { diff --git a/dali-toolkit/internal/graphics/shaders/arc-visual-butt-cap-shader.frag b/dali-toolkit/internal/graphics/shaders/arc-visual-butt-cap-shader.frag index 766120c4eb..4720ae8f29 100644 --- a/dali-toolkit/internal/graphics/shaders/arc-visual-butt-cap-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/arc-visual-butt-cap-shader.frag @@ -1,17 +1,10 @@ -//@name arc-visual-butt-cap-shader.frag - -//@version 100 - INPUT mediump vec2 vPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM mediump float thickness; - UNIFORM mediump float radius; - UNIFORM mediump float startAngle; - UNIFORM mediump float sweepAngle; -}; +uniform lowp vec4 uColor; +uniform mediump float thickness; +uniform mediump float radius; +uniform mediump float startAngle; +uniform mediump float sweepAngle; const mediump float M_PI_OVER_2 = 1.57079632679; const mediump float M_PI = 3.14159265359; @@ -36,6 +29,6 @@ mediump float GetOpacity() void main() { - gl_FragColor = uColor; - gl_FragColor.a *= GetOpacity(); + OUT_COLOR = uColor; + OUT_COLOR.a *= GetOpacity(); } diff --git a/dali-toolkit/internal/graphics/shaders/arc-visual-round-cap-shader.frag b/dali-toolkit/internal/graphics/shaders/arc-visual-round-cap-shader.frag index 2cf77abd6e..a73cc94084 100644 --- a/dali-toolkit/internal/graphics/shaders/arc-visual-round-cap-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/arc-visual-round-cap-shader.frag @@ -1,17 +1,10 @@ -//@name arc-visual-round-cap-shader.frag - -//@version 100 - INPUT mediump vec2 vPosition; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM mediump float thickness; - UNIFORM mediump float radius; - UNIFORM mediump float startAngle; - UNIFORM mediump float sweepAngle; -}; +uniform lowp vec4 uColor; +uniform mediump float thickness; +uniform mediump float radius; +uniform mediump float startAngle; +uniform mediump float sweepAngle; const mediump float M_PI_OVER_2 = 1.57079632679; const mediump float M_PI_2 = 6.28318530718; @@ -33,6 +26,6 @@ mediump float GetOpacity() void main() { - gl_FragColor = uColor; - gl_FragColor.a *= GetOpacity(); + OUT_COLOR = uColor; + OUT_COLOR.a *= GetOpacity(); } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/arc-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/arc-visual-shader.vert index 77dad610c9..4f6dab5789 100644 --- a/dali-toolkit/internal/graphics/shaders/arc-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/arc-visual-shader.vert @@ -1,23 +1,15 @@ -//@name arc-visual-shader.vert - -//@version 100 - INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; //Visual size and offset - UNIFORM mediump vec2 offset; - UNIFORM highp vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; - +uniform mediump vec2 offset; +uniform highp vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { diff --git a/dali-toolkit/internal/graphics/shaders/bloom-view-composite-shader.frag b/dali-toolkit/internal/graphics/shaders/bloom-view-composite-shader.frag index affb1571bf..ff5778b8f4 100644 --- a/dali-toolkit/internal/graphics/shaders/bloom-view-composite-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/bloom-view-composite-shader.frag @@ -1,20 +1,12 @@ -//@name bloom-view-composite-shader.frag - -//@version 100 - precision mediump float; -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM sampler2D sEffect; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM float uBloomIntensity; - UNIFORM float uImageIntensity; - UNIFORM float uBloomSaturation; - UNIFORM float uImageSaturation; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform sampler2D sEffect; +uniform lowp vec4 uColor; +uniform float uBloomIntensity; +uniform float uImageIntensity; +uniform float uBloomSaturation; +uniform float uImageSaturation; vec4 ChangeSaturation(vec4 col, float sat) { @@ -26,8 +18,8 @@ void main() { mediump vec4 image; mediump vec4 bloom; - image = TEXTURE(sTexture, vTexCoord); - bloom = TEXTURE(sEffect, vTexCoord); + image = texture2D(sTexture, vTexCoord); + bloom = texture2D(sEffect, vTexCoord); image = ChangeSaturation(image, uImageSaturation) * uImageIntensity; bloom = ChangeSaturation(bloom, uBloomSaturation) * uBloomIntensity; image *= 1.0 - clamp(bloom, 0.0, 1.0); // darken base where bloom is strong, to prevent excessive burn-out of result diff --git a/dali-toolkit/internal/graphics/shaders/bloom-view-extract-shader.frag b/dali-toolkit/internal/graphics/shaders/bloom-view-extract-shader.frag index d65579704c..98439ed87d 100644 --- a/dali-toolkit/internal/graphics/shaders/bloom-view-extract-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/bloom-view-extract-shader.frag @@ -1,20 +1,13 @@ -//@name bloom-view-extract-shader.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM mediump float uBloomThreshold; - UNIFORM mediump float uRecipOneMinusBloomThreshold; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 uColor; +uniform mediump float uBloomThreshold; +uniform mediump float uRecipOneMinusBloomThreshold; void main() { mediump vec4 col; - col = TEXTURE(sTexture, vTexCoord); + col = texture2D(sTexture, vTexCoord); col = (col - uBloomThreshold) * uRecipOneMinusBloomThreshold; // remove intensities lower than the thresold and remap intensities above the threshold to [0..1] gl_FragColor = clamp(col, 0.0, 1.0); } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/blur-effect.frag b/dali-toolkit/internal/graphics/shaders/blur-effect.frag index ebe3511f8b..0f0ca14c22 100644 --- a/dali-toolkit/internal/graphics/shaders/blur-effect.frag +++ b/dali-toolkit/internal/graphics/shaders/blur-effect.frag @@ -1,21 +1,14 @@ -//@name blur-effect.frag - -//@version 100 - -INPUT highp vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM highp vec2 uSampleOffsets[NUM_SAMPLES]; - UNIFORM highp float uSampleWeights[NUM_SAMPLES]; -}; +varying highp vec2 vTexCoord; +uniform sampler2D sTexture; +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 0.0) { - mediump float shadowDistance = TEXTURE(sTexture, vTexCoord - uShadowOffset).a; + mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a; mediump float inText = alphaFactor; mediump float inShadow = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, shadowDistance); diff --git a/dali-toolkit/internal/graphics/shaders/effects-view.frag b/dali-toolkit/internal/graphics/shaders/effects-view.frag index bf6f369194..9c66b3b2a9 100644 --- a/dali-toolkit/internal/graphics/shaders/effects-view.frag +++ b/dali-toolkit/internal/graphics/shaders/effects-view.frag @@ -1,17 +1,9 @@ -//@name effects-view.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 effectColor; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 effectColor; void main() { gl_FragColor = effectColor; - gl_FragColor.a *= TEXTURE( sTexture, vTexCoord).a; + gl_FragColor.a *= texture2D( sTexture, vTexCoord).a; } diff --git a/dali-toolkit/internal/graphics/shaders/effects-view.vert b/dali-toolkit/internal/graphics/shaders/effects-view.vert index 0b3975e01b..e8b7984db9 100644 --- a/dali-toolkit/internal/graphics/shaders/effects-view.vert +++ b/dali-toolkit/internal/graphics/shaders/effects-view.vert @@ -1,15 +1,8 @@ -//@name effects-view.vert - -//@version 100 - -INPUT mediump vec2 aPosition; -OUTPUT mediump vec2 vTexCoord; -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump mat4 uMvpMatrix; - UNIFORM mediump vec3 uSize; - UNIFORM mediump vec3 effectOffset; -}; +attribute mediump vec2 aPosition; +varying mediump vec2 vTexCoord; +uniform mediump mat4 uMvpMatrix; +uniform mediump vec3 uSize; +uniform mediump vec3 effectOffset; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/emboss-filter-composite-shader.frag b/dali-toolkit/internal/graphics/shaders/emboss-filter-composite-shader.frag index 0dca02b109..1ef9fc19a8 100644 --- a/dali-toolkit/internal/graphics/shaders/emboss-filter-composite-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/emboss-filter-composite-shader.frag @@ -1,16 +1,9 @@ -//@name emboss-filter-composite-shader.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uEffectColor; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 uEffectColor; void main() { gl_FragColor = uEffectColor; - gl_FragColor.a *= TEXTURE( sTexture, vTexCoord).a; + gl_FragColor.a *= texture2D( sTexture, vTexCoord).a; } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/emboss-filter-shader.frag b/dali-toolkit/internal/graphics/shaders/emboss-filter-shader.frag index b73e22f724..2a6761aea4 100644 --- a/dali-toolkit/internal/graphics/shaders/emboss-filter-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/emboss-filter-shader.frag @@ -1,20 +1,13 @@ -//@name emboss-filter-shader.frag - -//@version 100 - precision highp float; -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM vec2 uTexScale; - UNIFORM vec3 uCoefficient; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform vec2 uTexScale; +uniform vec3 uCoefficient; void main() { - vec4 color = uCoefficient.x * TEXTURE( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) ); - color += uCoefficient.y * TEXTURE( sTexture, vTexCoord ); - color += uCoefficient.z * TEXTURE( sTexture, vTexCoord + vec2(0.0, uTexScale.y) ); + vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) ); + color += uCoefficient.y * texture2D( sTexture, vTexCoord ); + color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) ); gl_FragColor = color; } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/gaussian-blur-view.frag b/dali-toolkit/internal/graphics/shaders/gaussian-blur-view.frag index 438042cbdf..0f0ca14c22 100644 --- a/dali-toolkit/internal/graphics/shaders/gaussian-blur-view.frag +++ b/dali-toolkit/internal/graphics/shaders/gaussian-blur-view.frag @@ -1,21 +1,14 @@ -//@name gaussian-blur-view.frag - -//@version 100 - -INPUT highp vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM highp vec2 uSampleOffsets[NUM_SAMPLES]; - UNIFORM highp float uSampleWeights[NUM_SAMPLES]; -}; +varying highp vec2 vTexCoord; +uniform sampler2D sTexture; +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 0.0 ) texel = TEXTURE( sTexture, vec2( 1.0 - vTexCoord.x, vTexCoord.y ) ); + if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( 1.0 - vTexCoord.x, vTexCoord.y ) ); // display front image of the page - else texel = TEXTURE( sTexture, vTexCoord ); + else texel = texture2D( sTexture, vTexCoord ); // display book spine, a stripe of shadowed texture float pixelPos = vTexCoord.x * uSize.x; diff --git a/dali-toolkit/internal/graphics/shaders/page-turn-effect.vert b/dali-toolkit/internal/graphics/shaders/page-turn-effect.vert index 1ee681ff7a..9705061796 100644 --- a/dali-toolkit/internal/graphics/shaders/page-turn-effect.vert +++ b/dali-toolkit/internal/graphics/shaders/page-turn-effect.vert @@ -1,7 +1,3 @@ -//@name page-turn-effect.vert - -//@version 100 - /* * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms * @@ -22,28 +18,20 @@ precision mediump float; -INPUT mediump vec2 aPosition; +attribute mediump vec2 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump mat4 uMvpMatrix; - UNIFORM mediump mat3 uNormalMatrix; - UNIFORM mediump mat4 uModelView; +uniform mediump mat4 uMvpMatrix; +uniform mediump mat3 uNormalMatrix; +uniform mediump mat4 uModelView; - UNIFORM mat4 uCommonParameters; +uniform mat4 uCommonParameters; - UNIFORM float uIsTurningBack; - UNIFORM float uTextureWidth; -}; - -UNIFORM_BLOCK SharedBlock -{ - UNIFORM vec3 uSize; -}; - -OUTPUT vec3 vNormal; -OUTPUT vec4 vPosition; -OUTPUT mediump vec2 vTexCoord; +uniform vec3 uSize; +uniform float uIsTurningBack; +uniform float uTextureWidth; +varying vec3 vNormal; +varying vec4 vPosition; +varying mediump vec2 vTexCoord; void main() { @@ -168,8 +156,7 @@ void main() } vNormal = uNormalMatrix * normal; gl_Position = uMvpMatrix * position; - - // out parameters for fragment shader + // varying parameters for fragment shader vTexCoord = aPosition + vec2(0.5); vTexCoord.x /= uTextureWidth; vPosition = uModelView * position; diff --git a/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.frag index c7e144a3c1..751f52773f 100644 --- a/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.frag @@ -1,16 +1,8 @@ -//@name primitive-visual-shader.frag - -//@version 100 - //Very simple fragment shader that merely applies the vertex shading to the color at each fragment. precision mediump float; -INPUT mediump vec3 vIllumination; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +varying mediump vec3 vIllumination; +uniform lowp vec4 uColor; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.vert index aae2d7f003..12002941dd 100644 --- a/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/primitive-visual-shader.vert @@ -1,32 +1,25 @@ -//@name primitive-visual-shader.vert - -//@version 100 - //A simple shader that applies diffuse lighting to a mono-coloured object. -INPUT highp vec3 aPosition; -INPUT highp vec2 aTexCoord; -INPUT highp vec3 aNormal; -OUTPUT mediump vec3 vIllumination; -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump vec3 uSize; - UNIFORM mediump vec3 uObjectDimensions; - UNIFORM mediump mat4 uMvpMatrix; - UNIFORM mediump mat4 uModelView; - UNIFORM mediump mat4 uViewMatrix; - UNIFORM mediump mat3 uNormalMatrix; - UNIFORM mediump mat4 uObjectMatrix; - UNIFORM mediump vec3 lightPosition; - UNIFORM mediump vec2 uStageOffset; +attribute highp vec3 aPosition; +attribute highp vec2 aTexCoord; +attribute highp vec3 aNormal; +varying mediump vec3 vIllumination; +uniform mediump vec3 uSize; +uniform mediump vec3 uObjectDimensions; +uniform mediump mat4 uMvpMatrix; +uniform mediump mat4 uModelView; +uniform mediump mat4 uViewMatrix; +uniform mediump mat3 uNormalMatrix; +uniform mediump mat4 uObjectMatrix; +uniform mediump vec3 lightPosition; +uniform mediump vec2 uStageOffset; //Visual size and offset - UNIFORM mediump vec2 offset; - UNIFORM mediump vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; +uniform mediump vec2 offset; +uniform mediump vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { diff --git a/dali-toolkit/internal/graphics/shaders/render-effect.frag b/dali-toolkit/internal/graphics/shaders/render-effect.frag index 4bf0d811e3..40968e0e53 100644 --- a/dali-toolkit/internal/graphics/shaders/render-effect.frag +++ b/dali-toolkit/internal/graphics/shaders/render-effect.frag @@ -1,24 +1,12 @@ -//@name render-effect.frag - -//@version 100 - precision highp float; -INPUT highp vec2 vTexCoord; -INPUT highp vec2 vOptRectSize; -INPUT highp vec4 vCornerRadius; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM highp vec4 uCornerSquareness; -}; - -UNIFORM_BLOCK SharedBlock -{ - UNIFORM highp vec3 uSize; -}; +varying highp vec2 vTexCoord; +varying highp vec2 vOptRectSize; +varying highp vec4 vCornerRadius; -UNIFORM sampler2D sTexture; +uniform lowp vec4 uColor; +uniform highp vec3 uSize; +uniform highp vec4 uCornerSquareness; +uniform sampler2D sTexture; highp float nrand(const in vec2 uv) { @@ -67,7 +55,7 @@ float roundedBoxSDF(vec2 pixelPositionFromCenter, vec2 rectangleEdgePositionFrom void main() { - gl_FragColor = TEXTURE(sTexture, vTexCoord) * uColor; + gl_FragColor = texture2D(sTexture, vTexCoord) * uColor; gl_FragColor.rgb = applyDithering(gl_FragColor.rgb); highp vec2 location = (vTexCoord.xy - vec2(0.5)) * uSize.xy; diff --git a/dali-toolkit/internal/graphics/shaders/render-effect.vert b/dali-toolkit/internal/graphics/shaders/render-effect.vert index 01dc50449b..c46d0dd68f 100644 --- a/dali-toolkit/internal/graphics/shaders/render-effect.vert +++ b/dali-toolkit/internal/graphics/shaders/render-effect.vert @@ -1,26 +1,15 @@ -//@name render-effect.vert - -//@version 100 - precision highp float; -INPUT highp vec2 aPosition; +attribute highp vec2 aPosition; -OUTPUT highp vec2 vTexCoord; -OUTPUT highp vec2 vOptRectSize; -OUTPUT highp vec4 vCornerRadius; //output +varying highp vec2 vTexCoord; +varying highp vec2 vOptRectSize; +varying highp vec4 vCornerRadius; //output -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec4 uCornerRadius;//input - UNIFORM lowp float uCornerRadiusPolicy; -}; - -UNIFORM_BLOCK SharedBlock -{ -UNIFORM highp vec3 uSize; -}; +uniform highp mat4 uMvpMatrix; +uniform highp vec4 uCornerRadius; //input +uniform lowp float uCornerRadiusPolicy; +uniform highp vec3 uSize; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.frag b/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.frag index bcc39f7d19..d193acfb4a 100644 --- a/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.frag @@ -1,17 +1,10 @@ -//@name shadow-view-render-shader.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uShadowColor; -}; -UNIFORM sampler2D sTexture; +varying mediump vec2 vTexCoord; +uniform lowp vec4 uShadowColor; +uniform sampler2D sTexture; void main() { lowp float alpha; - alpha = TEXTURE(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a; + alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a; gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha); } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.vert b/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.vert index 6ed9c9bc9e..4b38884c9a 100644 --- a/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/shadow-view-render-shader.vert @@ -1,18 +1,11 @@ -//@name shadow-view-render-shader.vert +attribute mediump vec2 aPosition; +uniform mediump mat4 uMvpMatrix; +uniform mediump mat4 uModelMatrix; +uniform vec3 uSize; +varying vec2 vTexCoord; -//@version 100 - -INPUT mediump vec2 aPosition; -OUTPUT vec2 vTexCoord; - -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump mat4 uMvpMatrix; - UNIFORM mediump mat4 uModelMatrix; - UNIFORM vec3 uSize; - UNIFORM mediump mat4 uLightCameraProjectionMatrix; - UNIFORM mediump mat4 uLightCameraViewMatrix; -}; +uniform mediump mat4 uLightCameraProjectionMatrix; +uniform mediump mat4 uLightCameraViewMatrix; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/spread-filter-shader.frag b/dali-toolkit/internal/graphics/shaders/spread-filter-shader.frag index a6a19d6cd3..ac8276323d 100644 --- a/dali-toolkit/internal/graphics/shaders/spread-filter-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/spread-filter-shader.frag @@ -1,24 +1,17 @@ -//@name spread-filter-shader.frag - -//@version 100 - precision highp float; -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM int uSpread; - UNIFORM vec2 uTexScale; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform int uSpread; +uniform vec2 uTexScale; void main() { - vec4 color = TEXTURE( sTexture, vTexCoord); + vec4 color = texture2D( sTexture, vTexCoord); for( int i = 1; i <= uSpread; ++i ) { vec2 offset = uTexScale * float(i); - color = max( TEXTURE( sTexture, vTexCoord + offset), color ); - color = max( TEXTURE( sTexture, vTexCoord - offset), color ); + color = max( texture2D( sTexture, vTexCoord + offset), color ); + color = max( texture2D( sTexture, vTexCoord - offset), color ); } gl_FragColor = color; } \ No newline at end of file diff --git a/dali-toolkit/internal/graphics/shaders/super-blur-view.frag b/dali-toolkit/internal/graphics/shaders/super-blur-view.frag index 591287e90f..aad41e1a54 100644 --- a/dali-toolkit/internal/graphics/shaders/super-blur-view.frag +++ b/dali-toolkit/internal/graphics/shaders/super-blur-view.frag @@ -1,17 +1,10 @@ -//@name super-blur-view.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM lowp float uAlpha; -}; +varying mediump vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 uColor; +uniform lowp float uAlpha; void main() { - gl_FragColor = TEXTURE( sTexture, vTexCoord ) * uColor; + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; gl_FragColor.a *= uAlpha; } diff --git a/dali-toolkit/internal/graphics/shaders/text-atlas-l8-shader.frag b/dali-toolkit/internal/graphics/shaders/text-atlas-l8-shader.frag index 9140b69f88..e42de21e5b 100644 --- a/dali-toolkit/internal/graphics/shaders/text-atlas-l8-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-atlas-l8-shader.frag @@ -1,18 +1,11 @@ -//@name text-atlas-l8-shader.frag - -//@version 100 - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM lowp vec4 textColorAnimatable; -}; -UNIFORM sampler2D sTexture; -INPUT mediump vec2 vTexCoord; -INPUT mediump vec4 vColor; +uniform lowp vec4 uColor; +uniform lowp vec4 textColorAnimatable; +uniform sampler2D sTexture; +varying mediump vec2 vTexCoord; +varying mediump vec4 vColor; void main() { - mediump vec4 color = TEXTURE( sTexture, vTexCoord ); + mediump vec4 color = texture2D( sTexture, vTexCoord ); gl_FragColor = vec4( vColor.rgb * uColor.rgb * textColorAnimatable.rgb, uColor.a * vColor.a * textColorAnimatable.a * color.r ); } diff --git a/dali-toolkit/internal/graphics/shaders/text-atlas-rgba-shader.frag b/dali-toolkit/internal/graphics/shaders/text-atlas-rgba-shader.frag index d63b685b38..966ee90555 100644 --- a/dali-toolkit/internal/graphics/shaders/text-atlas-rgba-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-atlas-rgba-shader.frag @@ -1,16 +1,9 @@ -//@name text-atlas-rgba-shader.frag - -//@version 100 - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; - UNIFORM lowp vec4 textColorAnimatable; -}; -UNIFORM sampler2D sTexture; -INPUT mediump vec2 vTexCoord; +uniform lowp vec4 uColor; +uniform lowp vec4 textColorAnimatable; +uniform sampler2D sTexture; +varying mediump vec2 vTexCoord; void main() { - gl_FragColor = TEXTURE( sTexture, vTexCoord ) * uColor * textColorAnimatable; + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * textColorAnimatable; } diff --git a/dali-toolkit/internal/graphics/shaders/text-atlas-shader.vert b/dali-toolkit/internal/graphics/shaders/text-atlas-shader.vert index 9edcda8b50..0d2d621688 100644 --- a/dali-toolkit/internal/graphics/shaders/text-atlas-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-atlas-shader.vert @@ -1,18 +1,10 @@ -//@name text-atlas-shader.vert - -//@version 100 - -INPUT highp vec2 aPosition; -INPUT mediump vec2 aTexCoord; -INPUT mediump vec4 aColor; - -UNIFORM_BLOCK VertBlock -{ - UNIFORM mediump vec2 uOffset; - UNIFORM highp mat4 uMvpMatrix; -}; -OUTPUT mediump vec2 vTexCoord; -OUTPUT mediump vec4 vColor; +attribute highp vec2 aPosition; +attribute mediump vec2 aTexCoord; +attribute mediump vec4 aColor; +uniform mediump vec2 uOffset; +uniform highp mat4 uMvpMatrix; +varying mediump vec2 vTexCoord; +varying mediump vec4 vColor; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.frag b/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.frag index 4cc103b661..c935d22108 100644 --- a/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.frag @@ -1,12 +1,5 @@ -//@name text-controller-background-shader.frag - -//@version 100 - -INPUT mediump vec4 vColor; -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +varying mediump vec4 vColor; +uniform lowp vec4 uColor; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.vert b/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.vert index 60b51171db..9ce403cba9 100644 --- a/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-controller-background-shader.vert @@ -1,14 +1,7 @@ -//@name text-controller-background-shader.vert - -//@version 100 - -INPUT mediump vec2 aPosition; -INPUT mediump vec4 aColor; -OUTPUT mediump vec4 vColor; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; -}; +attribute mediump vec2 aPosition; +attribute mediump vec4 aColor; +varying mediump vec4 vColor; +uniform highp mat4 uMvpMatrix; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/text-decorator-shader.frag b/dali-toolkit/internal/graphics/shaders/text-decorator-shader.frag index 836e39f2fc..7402ddef75 100644 --- a/dali-toolkit/internal/graphics/shaders/text-decorator-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-decorator-shader.frag @@ -1,11 +1,5 @@ -//@name text-decorator-shader.frag +uniform lowp vec4 uColor; -//@version 100 - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; void main() { gl_FragColor = uColor; diff --git a/dali-toolkit/internal/graphics/shaders/text-decorator-shader.vert b/dali-toolkit/internal/graphics/shaders/text-decorator-shader.vert index ef08b5e1ad..6afdfca6aa 100644 --- a/dali-toolkit/internal/graphics/shaders/text-decorator-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-decorator-shader.vert @@ -1,12 +1,6 @@ -//@name text-decorator-shader.vert +attribute mediump vec2 aPosition; +uniform highp mat4 uMvpMatrix; -//@version 100 - -INPUT mediump vec2 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; -}; void main() { mediump vec4 position = vec4( aPosition, 0.0, 1.0 ); diff --git a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.frag b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.frag index cc7689db0d..876628abc3 100644 --- a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.frag @@ -1,21 +1,13 @@ -//@name text-scroller-shader.frag - -//@version 100 - -INPUT highp vec2 vTexCoord; -UNIFORM sampler2D sTexture; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +varying highp vec2 vTexCoord; +uniform sampler2D sTexture; +uniform lowp vec4 uColor; void main() { if ( vTexCoord.y > 1.0 ) discard; - mediump vec4 textTexture = TEXTURE( sTexture, vTexCoord ); + mediump vec4 textTexture = texture2D( sTexture, vTexCoord ); gl_FragColor = textTexture * uColor; } diff --git a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert index ef61fd01fe..c152b5e3be 100644 --- a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert @@ -1,27 +1,21 @@ -//@name text-scroller-shader.vert +attribute mediump vec2 aPosition; +varying highp vec2 vTexCoord; +uniform highp vec3 uSize; +uniform highp float uDelta; +uniform mediump vec2 uTextureSize; +uniform highp float uGap; +uniform mediump float uHorizontalAlign; +uniform mediump float uVerticalAlign; -//@version 100 +uniform highp mat4 uMvpMatrix; -INPUT mediump vec2 aPosition; -OUTPUT highp vec2 vTexCoord; +//Visual size and offset +uniform mediump vec2 offset; +uniform highp vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp vec3 uSize; - UNIFORM highp float uDelta; - UNIFORM mediump vec2 uTextureSize; - UNIFORM highp float uGap; - UNIFORM mediump float uHorizontalAlign; - UNIFORM mediump float uVerticalAlign; - UNIFORM highp mat4 uMvpMatrix; - - //Visual size and offset - UNIFORM mediump vec2 offset; - UNIFORM highp vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; void main() { highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw); diff --git a/dali-toolkit/internal/graphics/shaders/text-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/text-visual-shader.frag index 924d90417c..8cd690a3ca 100644 --- a/dali-toolkit/internal/graphics/shaders/text-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/text-visual-shader.frag @@ -1,32 +1,20 @@ -//@name text-visual-shader.frag - -//@version 100 - INPUT mediump vec2 vTexCoord; -UNIFORM sampler2D sTexture; +uniform sampler2D sTexture; #ifdef IS_REQUIRED_STYLE -UNIFORM sampler2D sStyle; +uniform sampler2D sStyle; #endif #ifdef IS_REQUIRED_OVERLAY -UNIFORM sampler2D sOverlayStyle; +uniform sampler2D sOverlayStyle; #endif - #ifdef IS_REQUIRED_MULTI_COLOR #elif defined(IS_REQUIRED_EMOJI) // Single color with emoji. -UNIFORM sampler2D sMask; +uniform sampler2D sMask; +uniform lowp float uHasMultipleTextColors; #endif +uniform lowp vec4 uTextColorAnimatable; +uniform lowp vec4 uColor; -UNIFORM_BLOCK FragBlock -{ - #ifdef IS_REQUIRED_MULTI_COLOR - #elif defined(IS_REQUIRED_EMOJI) - // Single color with emoji. - UNIFORM lowp float uHasMultipleTextColors; - #endif - UNIFORM lowp vec4 uTextColorAnimatable; - UNIFORM lowp vec4 uColor; -}; void main() { #ifdef IS_REQUIRED_STYLE @@ -59,7 +47,7 @@ void main() #endif // Draw the text as overlay above the style - gl_FragColor = uColor * ( + OUT_COLOR = uColor * ( #ifdef IS_REQUIRED_OVERLAY ( #endif diff --git a/dali-toolkit/internal/graphics/shaders/text-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/text-visual-shader.vert index 04c7152a72..68503a9af2 100644 --- a/dali-toolkit/internal/graphics/shaders/text-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-visual-shader.vert @@ -1,22 +1,15 @@ -//@name text-visual-shader.vert - -//@version 100 - INPUT mediump vec2 aPosition; -OUTPUT mediump vec2 vTexCoord; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; +OUTPUT mediump vec2 vTexCoord; - //Visual size and offset - UNIFORM mediump vec2 offset; - UNIFORM highp vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; +//Visual size and offset +uniform mediump vec2 offset; +uniform highp vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { diff --git a/dali-toolkit/internal/graphics/shaders/video-view-texture.frag b/dali-toolkit/internal/graphics/shaders/video-view-texture.frag index 3be448dedc..306f12e7e1 100644 --- a/dali-toolkit/internal/graphics/shaders/video-view-texture.frag +++ b/dali-toolkit/internal/graphics/shaders/video-view-texture.frag @@ -1,16 +1,8 @@ -//@name video-view-texture.frag - -//@version 100 - -INPUT mediump vec2 vTexCoord; -UNIFORM samplerExternalOES sTexture; - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +uniform lowp vec4 uColor; +varying mediump vec2 vTexCoord; +uniform samplerExternalOES sTexture; void main() { - gl_FragColor = TEXTURE( sTexture, vTexCoord ) * uColor; + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; } diff --git a/dali-toolkit/internal/graphics/shaders/video-view-texture.vert b/dali-toolkit/internal/graphics/shaders/video-view-texture.vert index 5493474794..79cbb23937 100644 --- a/dali-toolkit/internal/graphics/shaders/video-view-texture.vert +++ b/dali-toolkit/internal/graphics/shaders/video-view-texture.vert @@ -1,15 +1,8 @@ -//@name video-view-texture.vert - -//@version 100 - -INPUT mediump vec2 aPosition; -OUTPUT mediump vec2 vTexCoord; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; -}; -OUTPUT mediump vec2 sTexCoordRect; +attribute mediump vec2 aPosition; +varying mediump vec2 vTexCoord; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; +varying mediump vec2 sTexCoordRect; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/video-view.frag b/dali-toolkit/internal/graphics/shaders/video-view.frag index 3baad97289..8045c0def0 100644 --- a/dali-toolkit/internal/graphics/shaders/video-view.frag +++ b/dali-toolkit/internal/graphics/shaders/video-view.frag @@ -1,7 +1,3 @@ -//@name video-view.frag - -//@version 100 - void main() { gl_FragColor = vec4(0.0); diff --git a/dali-toolkit/internal/graphics/shaders/video-view.vert b/dali-toolkit/internal/graphics/shaders/video-view.vert index 7723ddc679..3f824dd1b0 100644 --- a/dali-toolkit/internal/graphics/shaders/video-view.vert +++ b/dali-toolkit/internal/graphics/shaders/video-view.vert @@ -1,13 +1,6 @@ -//@name video-view.vert - -//@version 100 - -INPUT mediump vec2 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; -}; +attribute mediump vec2 aPosition; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.frag index ed173fa340..c75da53311 100644 --- a/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.frag @@ -1,11 +1,4 @@ -//@name wireframe-visual-shader.frag - -//@version 100 - -UNIFORM_BLOCK FragBlock -{ - UNIFORM lowp vec4 uColor; -}; +uniform lowp vec4 uColor; void main() { diff --git a/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.vert index 74c29b7e84..9a9975cda1 100644 --- a/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/wireframe-visual-shader.vert @@ -1,20 +1,13 @@ -//@name wireframe-visual-shader.vert - -//@version 100 - -INPUT mediump vec2 aPosition; -UNIFORM_BLOCK VertBlock -{ - UNIFORM highp mat4 uMvpMatrix; - UNIFORM highp vec3 uSize; +attribute mediump vec2 aPosition; +uniform highp mat4 uMvpMatrix; +uniform highp vec3 uSize; //Visual size and offset - UNIFORM mediump vec2 offset; - UNIFORM highp vec2 size; - UNIFORM mediump vec4 offsetSizeMode; - UNIFORM mediump vec2 origin; - UNIFORM mediump vec2 anchorPoint; -}; +uniform mediump vec2 offset; +uniform highp vec2 size; +uniform mediump vec4 offsetSizeMode; +uniform mediump vec2 origin; +uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { diff --git a/dali-toolkit/internal/particle-system/particle-renderer-impl.cpp b/dali-toolkit/internal/particle-system/particle-renderer-impl.cpp index 1176190981..123fa66ac0 100644 --- a/dali-toolkit/internal/particle-system/particle-renderer-impl.cpp +++ b/dali-toolkit/internal/particle-system/particle-renderer-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2024 Samsung Electronics Co., Ltd. + * Copyright (c) 2023 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. @@ -127,17 +127,15 @@ void ParticleRenderer::CreateShader() * - ParticleSystem buffer is being updated every frame */ std::string vertexShaderCode = streamAttributesStr + std::string( - "//@version 100\n\ - INPUT mediump vec2 aPosition;\n\ + + "INPUT mediump vec2 aPosition;\n\ INPUT mediump vec2 aTexCoords;\n\ \n\ - UNIFORM_BLOCK VertBlock \n\ - {\n\ - UNIFORM mediump mat4 uMvpMatrix;\n\ - UNIFORM mediump vec3 uSize;\n\ - UNIFORM lowp vec4 uColor;\n\ - };\n\ - OUTPUT mediump vec2 vTexCoord;\n\ + uniform mediump mat4 uMvpMatrix;\n\ + uniform mediump vec3 uSize;\n\ + uniform lowp vec4 uColor;\n\ + \ + OUTPUT mediump vec2 vTexCoord;\n\ OUTPUT mediump vec4 vColor;\n\ \n\ void main()\n\ @@ -150,17 +148,17 @@ void ParticleRenderer::CreateShader() }\n"); std::string fragmentShaderCode = - {"//@version 100\n\ - INPUT mediump vec2 vTexCoord;\n\ - INPUT mediump vec4 vColor;\n\ - UNIFORM sampler2D sTexture;\n\ - \n\ - void main()\n\ - {\n\ - lowp vec4 col = TEXTURE(sTexture, vTexCoord) * vColor;\n\ - if(col.a < 0.1) { discard; }\ - gl_FragColor = col;\n\ - }\n"}; + { + "INPUT mediump vec2 vTexCoord;\n\ + INPUT mediump vec4 vColor;\n\ + uniform sampler2D sTexture;\n\ + \n\ + void main()\n\ + {\n\ + lowp vec4 col = TEXTURE(sTexture, vTexCoord) * vColor;\n\ + if(col.a < 0.1) { discard; }\ + fragColor = col;\n\ + }\n"}; mShader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderCode, Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderCode); mGeometry = Geometry::New();