2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
8 // http://floralicense.org/license/
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
17 #include <dali-toolkit/public-api/shader-effects/bouncing-effect.h>
28 #define MAKE_STRING(A)#A
30 const std::string PROGRESS_RATE_PROPERTY_NAME( "uProgressRate" );
34 BouncingEffect::BouncingEffect()
38 BouncingEffect::BouncingEffect( ShaderEffect handle )
39 :ShaderEffect( handle )
43 BouncingEffect::~BouncingEffect()
47 BouncingEffect BouncingEffect::New( const Vector4& color )
49 std::string fragmentShader = MAKE_STRING(
50 uniform float uProgressRate;\n
51 uniform vec4 uAssignedColor;\n
54 float progressRate = abs(uProgressRate)*0.5;\n
55 float amplitude = 0.15 - progressRate*0.15 ;\n
56 float x1 = 7.5 * (vTexCoord.x - progressRate);\n
57 float x2 = 7.5 * (vTexCoord.x - 1.0 + progressRate);\n
58 float height1 = max(0.00001, 0.3 - amplitude * ( exp(x1) + exp(-x1) ) );\n
59 float height2 = max(0.00001, 0.3 - amplitude * ( exp(x2) + exp(-x2) ) );\n
60 float height3 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x1*0.5) + exp(-x1*0.5) ) );\n
61 float height4 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x2*0.5) + exp(-x2*0.5) ) );\n
62 vec4 fragColor = vec4(0.0);\n
63 float y = vTexCoord.y/(height1+height2);\n
64 float y2 = vTexCoord.y/max(height3,height4);\n
65 float coef = max(height1,height2)*5.0/( 1.0+exp(y*12.0-6.0) );\n
66 float alpha = pow( max(0.0,(1.0-y2))*(1.0-min(abs(x1),abs(x2))/5.0), 2.0);\n
67 if( vTexCoord.y < 0.075 )\n
69 fragColor= mix(uAssignedColor, vec4(1.0), coef);\n
70 fragColor += (vec4(1.0)-fragColor) * alpha;\n
74 fragColor =vec4(1.0,1.0,1.0, alpha + (1.0-alpha)*coef);\n
75 fragColor.rgb -= ( vec3(1.0)-uAssignedColor.rgb )*min(clamp(y*1.2-0.3, 0.0, 0.3),clamp(0.9-y*1.2,0.0,0.3));\n
77 fragColor.a *= 10.0*min(min(vTexCoord.x, 1.0-vTexCoord.x),0.1)*min(1.0, progressRate/0.2);\n
78 gl_FragColor = fragColor;\n
82 ShaderEffect shaderEffect;
83 shaderEffect = ShaderEffect::New( "", fragmentShader, GeometryType( GEOMETRY_TYPE_IMAGE),
84 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
85 BouncingEffect handle( shaderEffect );
87 handle.SetUniform( "uAssignedColor", color );
88 handle.SetProgressRate( 0.f );
93 void BouncingEffect::SetProgressRate( float progress )
95 SetUniform( PROGRESS_RATE_PROPERTY_NAME, progress );
98 const std::string& BouncingEffect::GetProgressRatePropertyName() const
100 return PROGRESS_RATE_PROPERTY_NAME;
103 } // namespace Toolkit