[dali_1.0.39] Merge branch 'tizen'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / shader-effects / blind-effect.cpp
index 4dd11a1..f9f7945 100644 (file)
@@ -1,18 +1,19 @@
-//
-// 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) 2015 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>
 
@@ -47,14 +48,14 @@ BlindEffect::~BlindEffect()
 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"