Update the custom shader effects to resize the geometry
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / dissolve-local-effect.h
index a509795..c91abdc 100644 (file)
@@ -54,7 +54,7 @@ inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
       "varying float vPercentage;\n"
       "void main()\n"
       "{\n"
-      "  vec4 position = uModelView * vec4( aPosition, 1.0 );\n"
+      "  vec4 position = uModelView * vec4( aPosition*uSize.xy, 0.0,  1.0 );\n"
       "  float percentage = 0.0;\n"
       "  for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
       "  {\n"
@@ -63,7 +63,7 @@ inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
       "  }\n"
       "  vPercentage = clamp( percentage, 0.0, 1.0 );\n"
       "  gl_Position = uProjection * position;\n"
-      "  vTexCoord = aTexCoord;\n"
+      "  vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;\n"
       "}\n");
   vertexShaderStringStream << vertexShader;
 
@@ -87,7 +87,6 @@ inline ShaderEffect CreateDissolveLocalEffect( unsigned int numberOfDimples )
 
   ShaderEffect shaderEffect = ShaderEffect::New(
       vertexShaderStringStream.str(), fragmentShader,
-      GeometryType( GEOMETRY_TYPE_IMAGE),
       ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
 
   //Register uniform properties