-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
#include <dali-toolkit/public-api/shader-effects/blind-effect.h>
BlindEffect BlindEffect::New()
{
std::string fragmentShader(
- "uniform float uStep; \n"
+ "uniform mediump float uStep; \n"
"void main() \n"
"{ \n"
- " vec4 alphaColor; \n"
- " vec4 baseColor; \n"
+ " mediump vec4 alphaColor; \n"
+ " mediump vec4 baseColor; \n"
" baseColor = texture2D( sTexture, vTexCoord); \n"
" alphaColor = vec4(0.1,0.1,0.1,1.0); \n"
- " float index = 0.0; \n"
+ " lowp float index = 0.0; \n"
" index = floor(vTexCoord.y/0.1); \n"
" if((vTexCoord.y < (index * 0.1 + uStep * 0.005)) && (vTexCoord.y > index * 0.1))\n"
" { \n"