From: dongsug.song Date: Tue, 23 Feb 2016 13:30:16 +0000 (+0900) Subject: Revert "[3.0] Ensure the use of ShaderEffect in ImageActor is backwards-compatible" X-Git-Tag: accepted/tizen/common/20160302.194056~1 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=refs%2Fchanges%2F40%2F60140%2F1;p=platform%2Fcore%2Fuifw%2Fdali-demo.git Revert "[3.0] Ensure the use of ShaderEffect in ImageActor is backwards-compatible" This reverts commit 19c4c5ee5277f60974a2937e58e2ccb501c68fa7. Change-Id: I156a1e8e39fe84a647a3bee093cae4475c29fd96 --- diff --git a/resources/scripts/shader-effect-ripple.json b/resources/scripts/shader-effect-ripple.json index 423ea83..e32fc1e 100644 --- a/resources/scripts/shader-effect-ripple.json +++ b/resources/scripts/shader-effect-ripple.json @@ -51,9 +51,9 @@ "Ripple2D": { "program": { "vertexPrefix": "", - "vertex": "void main(void)\n{\n gl_Position = uMvpMatrix * vec4(aPosition, 1.0);\n vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n}\n\n", + "vertex": "void main(void)\n{\n gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);\n vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n}\n\n", "fragmentPrefix": "", - "fragment": "precision mediump float;\nuniform float uAmplitude; // 0.02; (< 1)\nuniform float uTime;\nvoid main()\n{\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\n highp float len = length(pos);\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\n}\n\n\n", + "fragment": "precision mediump float;\nuniform float uAmplitude; // 0.02; (< 1)\nuniform float uTime;\nvoid main()\n{\n highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\n highp float len = length(pos);\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\n}\n\n\n", "geometryType": "GEOMETRY_TYPE_IMAGE" }, "geometryHints": "HINT_NONE",