/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
mActorForInput.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActorForInput.SetProperty(Actor::Property::SIZE, TARGET_SIZE);
Property::Map customShader;
- customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_IMAGE_VIEW_URL_FRAG.data();
+ customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VIEW_URL_FRAG.data();
Property::Map visualMap;
visualMap.Insert(Toolkit::Visual::Property::SHADER, customShader);
mActorForInput.SetProperty(Toolkit::ImageView::Property::IMAGE, visualMap);
precision highp float;
-varying mediump vec2 vTexCoord;
+INPUT mediump vec2 vTexCoord;
uniform sampler2D sTexture;
uniform mediump float uDelta;
vec2 texCoord = vTexCoord * 2. - 1.;
mat2 rotation = mat2(cos(uDelta), -sin(uDelta), sin(uDelta), cos(uDelta));
texCoord = (rotation * texCoord) * .5 + .5;
- color += texture2D( sTexture, texCoord );
- gl_FragColor = color;
-}
\ No newline at end of file
+ color += TEXTURE( sTexture, texCoord );
+ OUT_COLOR = color;
+}
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
Property::Map properties;
Property::Map shader;
- shader[Dali::Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_IMAGE_CHANNEL_CONTROL_FRAG.data();
+ shader[Dali::Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_CHANNEL_CONTROL_FRAG.data();
properties[Dali::Toolkit::Visual::Property::TYPE] = Dali::Toolkit::Visual::IMAGE;
properties[Dali::Toolkit::Visual::Property::SHADER] = shader;
properties[Dali::Toolkit::ImageVisual::Property::URL] = url;
-varying mediump vec2 vTexCoord;
+INPUT mediump vec2 vTexCoord;
uniform sampler2D sTexture;
uniform mediump vec4 uColor;
uniform mediump vec3 mixColor;
void main()
{
- gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(mixColor,1.0) * uColor * vec4(uChannels, 1.0) ;
+ OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * vec4(mixColor,1.0) * uColor * vec4(uChannels, 1.0) ;
}