out vec4 vPosition;
out vec3 vNormal;
-vec4 Map(vec4 v) // projection space -> texture
+vec4 Map(vec4 v) // projection space -> texture
{
return vec4(v.xyz / (2.f * v.w) + vec3(.5f), (v.w - NEAR) * INV_DEPTH);
}
// Light source uniforms
struct Light
{
- vec3 position; // view space
+ vec3 position; // view space
float radius;
vec3 color;
};
out vec4 oColor;
-vec4 Unmap(vec4 m) // texture -> projection
+vec4 Unmap(vec4 m) // texture -> projection
{
m.w = m.w * DEPTH + NEAR;
m.xyz = (m.xyz - vec3(.5)) * (2.f * m.w);
rel /= distance;
float a = uLights[i].radius / (kAttenuationConst + kAttenuationLinear * distance +
- kAttenuationQuadratic * distance * distance); // attenuation
+ kAttenuationQuadratic * distance * distance); // attenuation
- float l = max(0.f, dot(normal, rel)); // lambertian
- float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular
+ float l = max(0.f, dot(normal, rel)); // lambertian
+ float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular
light += (uLights[i].color * (l + s)) * a;
}
std::swap(vertexData[1].aTexCoord, vertexData[3].aTexCoord);
}
- VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
+ PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
.Add( "aPosition", Property::VECTOR3 )
.Add( "aTexCoord", Property::VECTOR2 ) );
vertexBuffer.SetData( vertexData, std::extent<decltype(vertexData)>::value );
}
// Configure property buffers and create geometry.
- VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+ PropertyBuffer vertexBuffer = PropertyBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aNormal", Property::VECTOR3));
vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);
void OnKeyEvent(const KeyEvent& event)
{
- if(event.GetState() == KeyEvent::DOWN)
+ if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{