- /**
- * @brief Set the dissolve central line.
- *
- * Use one point (position) and one direction ( displacement ) vector to define this line
- * As we use the texture coordinate as pixel position to calculate random offset,
- * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
- * so make the position parameter with two component values between 0.0 to 1.0
- * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
- * @param[in] displacement The direction of the central line
- */
- void SetCentralLine( const Vector2& position, const Vector2& displacement );
-
- /**
- * @brief Sets the distortion applied to the effect texture.
- *
- * This value is proportional to the distortion applied; a value of zero means no distortion.
- * @param [in] distortion The distortion value.
- */
- void SetDistortion( float distortion );
-
- /**
- * @brief Get the name for the distortion property.
- *
- * @return A std::string containing the property name
- */
- const std::string& GetDistortionPropertyName() const;
+/**
+ * @brief Create a new Dissolve effect
+ *
+ * DissolveEffect is a custom shader effect to achieve Dissolve effects in image views.
+ *
+ * Animatable/Constrainable uniforms:
+ * "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
+ *
+ * @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
+ * @return The newly created Property::Map with the dissolve effect
+ */