-inline Property::Map CreateDissolveEffect(bool useHighPrecision = true)
-{
- const char* prefixHighPrecision("precision highp float;\n");
- const char* prefixMediumPrecision("precision mediump float;\n");
-
- const char* vertexShader(
- "attribute mediump vec2 aPosition;\n"
- "\n"
- "uniform mediump mat4 uMvpMatrix;\n"
- "uniform vec3 uSize;\n"
- "uniform vec4 uTextureRect;"
- "\n"
- "uniform float uPercentage;\n"
- "uniform vec3 uSaddleParam;\n"
- "uniform vec2 uTranslation;\n"
- "uniform vec2 uRotation; \n"
- "uniform float uToNext;\n"
- "\n"
- "varying float vPercentage;\n"
- "varying vec2 vTexCoord;\n"
- "\n"
- "void main()\n"
- "{\n"
- " mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
- " vertexPosition.xyz *= uSize;\n"
- " vertexPosition = uMvpMatrix * vertexPosition;\n"
- " gl_Position = vertexPosition;\n"
- "\n"
- " vec2 texCoord = aPosition + vec2(0.5);\n"
- " vTexCoord = texCoord;\n"
- "\n"
- " //Calculate the distortion value given the dissolve central line\n"
- " vec2 value = texCoord + uTranslation;\n"
- " mat2 rotateMatrix = mat2(uRotation.s, uRotation.t, -uRotation.t, uRotation.s);\n"
- " value = rotateMatrix * value;\n"
- " if(uToNext == 1.0)\n"
- " value.s = uSaddleParam[2] + value.s;\n"
- " float delay = value.t * value.t / uSaddleParam[0] - value.s * value.s / uSaddleParam[1];\n"
- " vPercentage = clamp(uPercentage * 2.0 - 0.5 * sin(delay * 1.571) - 0.5, 0.0, 1.0);\n"
- "}\n");
-
- const char* fragmentShader(
- "varying float vPercentage;\n"
- "varying mediump vec2 vTexCoord;\n"
- "\n"
- "uniform sampler2D sTexture;\n"
- "uniform lowp vec4 uColor;\n"
- "uniform vec4 uTextureRect;\n"
- "float rand(vec2 co)\n"
- "{\n"
- " return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n"
- "}\n"
- "void main()\n"
- "{\n"
- " //Calculate the randomness\n"
- " float offsetS = rand(vTexCoord * vPercentage) - vTexCoord.s;\n"
- " float offsetT = rand(vec2(vTexCoord.t * vPercentage, vTexCoord.s * vPercentage)) - vTexCoord.t;\n"
- " vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage;\n"
- " gl_FragColor = texture2D(sTexture, lookupCoord) * uColor;\n"
- " gl_FragColor.a *= 1.0 - vPercentage;\n"
- "}\n");
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string vertexShaderString;
- std::string fragmentShaderString;
- if(useHighPrecision)
- {
- vertexShaderString.reserve(strlen(prefixHighPrecision) + strlen(vertexShader));
- vertexShaderString.append(prefixHighPrecision);
-
- fragmentShaderString.reserve(strlen(prefixHighPrecision) + strlen(fragmentShader));
- fragmentShaderString.append(prefixHighPrecision);
- }
- else
- {
- vertexShaderString.reserve(strlen(prefixMediumPrecision) + strlen(vertexShader));
- vertexShaderString.append(prefixMediumPrecision);
-
- fragmentShaderString.reserve(strlen(prefixMediumPrecision) + strlen(fragmentShader));
- fragmentShaderString.append(prefixMediumPrecision);
- }
-
- vertexShaderString.append(vertexShader);
- fragmentShaderString.append(fragmentShader);
-
- customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexShaderString;
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
-
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
-
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}