- std::string prefixHighPrecision( "precision highp float;\n");
- std::string prefixMediumPrecision( "precision mediump float;\n" );
- std::string vertexShader(
- "uniform float uPercentage;\n"
- "uniform vec3 uSaddleParam;\n"
- "uniform vec2 uTranslation;\n"
- "uniform vec2 uRotation; \n"
- "uniform float uToNext;\n"
- "varying float vPercentage;\n"
- "void main()\n"
- "{\n"
- "gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n"
- "vTexCoord = aTexCoord;\n"
- //Calculate the distortion value given the dissolve central line
- "vec2 texCoor = vec2( (aTexCoord.s - sTextureRect.s ) / (sTextureRect.p - sTextureRect.s), (aTexCoord.t- sTextureRect.t)/(sTextureRect.q - sTextureRect.t) ); \n"
- "vec2 value = texCoor + 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");
- std::string fragmentShader(
- "varying float vPercentage;\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
- "float offsetS = rand( vTexCoord * vPercentage ) * (sTextureRect.p - sTextureRect.s) - vTexCoord.s + sTextureRect.s; \n"
- "float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) * (sTextureRect.q - sTextureRect.t) - vTexCoord.t + sTextureRect.t; \n"
- "vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n"
- "gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n"
- "gl_FragColor.a *= 1.0 - vPercentage; \n"
- "}" );
-
- // Create the implementation, temporarily owned on stack,
- Dali::ShaderEffect shaderEffect;
- if( useHighPrecision )
- {
- shaderEffect = Dali::ShaderEffect::New(
- prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
- }
- else
- {
- shaderEffect = Dali::ShaderEffect::New(
- prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
- }
-
- shaderEffect.SetUniform( "uPercentage", 0.0f );
- shaderEffect.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(50.0f) );
-
- DissolveEffectSetCentralLine( shaderEffect, Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) );
-
- return shaderEffect;
-
+ 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;