* please set the uniforms with the same values as the PageTurnEffect.
*
* Animatable/Constrainable uniforms:
- * "uShadowWidth" - The width of shadow to be pageSize * shadowWidth. This shadow appears at the edges of the actor
- * which is not visible on static pages
* "uSpineShadowParameter" - The two parameters are the major&minor radius (in pixels) to form an ellipse shape. The top-left
* quarter of this ellipse is used to calculate spine normal for simulating shadow
* "uIsBackImageVisible" - Set whether the current page is with its backside visible. Need to pass the parameter as true for
**/
inline ShaderEffect CreatePageTurnBookSpineEffect()
{
- std::string vertexSource(
- "precision mediump float;\n"
- "uniform float uShadowWidth;\n"
- " void main()\n"
- " {\n"
- " gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n"
- " vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n"
- " vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n"
- " }");
-
// the simplified version of the fragment shader of page turn effect
- std::string fragmentSource(
- "precision mediump float;\n"
- "uniform float uIsBackImageVisible;\n"
- "uniform float uPageWidth;\n"
- "uniform vec2 uSpineShadowParameter;\n"
- " void main()\n"
- " {\n"
- // leave the border for display shadow, not visible( out of the screen ) when the page is static
- " if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p )\n"
- " {\n"
- " gl_FragColor = vec4( 0.0 );\n"
- " }\n"
- " else \n"
- " { \n"
+ std::string fragmentSource = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ uniform float uIsBackImageVisible;\n
+ uniform float uPageWidth;\n
+ uniform vec2 uSpineShadowParameter;\n
+ void main()\n
+ {\n
// flip the image horizontally by changing the x component of the texture coordinate
- " if( uIsBackImageVisible == 1.0 ) gl_FragColor = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) ) * uColor; \n"
- " else gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n"
- " \n"
+ if( uIsBackImageVisible == 1.0 )\n
+ gl_FragColor = texture2D( sTexture, vec2( uTextureRect.p+uTextureRect.s-vTexCoord.x, vTexCoord.y ) ) * uColor; \n
+ else\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
// display book spine, a stripe of shadowed texture
- " float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageWidth; \n"
- " if(pixelPos < uSpineShadowParameter.x) \n"
- " {\n"
- " float x = pixelPos - uSpineShadowParameter.x;\n"
- " float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x );\n"
- " vec2 spineNormal = normalize(vec2(uSpineShadowParameter.y*x/uSpineShadowParameter.x, y));\n"
- " gl_FragColor.rgb *= spineNormal.y; \n"
- " }"
- " }\n"
- " }" );
+ float pixelPos = (vTexCoord.x-uTextureRect.s)*uPageWidth; \n
+ if(pixelPos < uSpineShadowParameter.x) \n
+ {\n
+ float x = pixelPos - uSpineShadowParameter.x;\n
+ float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x );\n
+ vec2 spineNormal = normalize(vec2(uSpineShadowParameter.y*x/uSpineShadowParameter.x, y));\n
+ gl_FragColor.rgb *= spineNormal.y; \n
+ }
+ } );
- const float DEFAULT_SHADOW_WIDTH(0.15f);
const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
- ShaderEffect shaderEffect = ShaderEffect::New( vertexSource, fragmentSource );
+ ShaderEffect shaderEffect = ShaderEffect::New( "", fragmentSource );
shaderEffect.SetUniform( "uIsBackImageVisible", -1.f );
- shaderEffect.SetUniform( "uShadowWidth", DEFAULT_SHADOW_WIDTH );
shaderEffect.SetUniform( "uSpineShadowParameter", DEFAULT_SPINE_SHADOW_PARAMETER );
float defaultPageWidth = Dali::Stage::GetCurrent().GetSize().x;
- shaderEffect.SetUniform( "uPageWidth", defaultPageWidth/(1.f-DEFAULT_SHADOW_WIDTH) );
+ shaderEffect.SetUniform( "uPageWidth", defaultPageWidth );
return shaderEffect;
}