-//
-// 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 <sstream>
}
DissolveLocalEffect::DissolveLocalEffect()
+: mNumberOfDimples( 1 )
{
}
//Call the Parent copy constructor to add reference to the implementation for this object
DissolveLocalEffect::DissolveLocalEffect( ShaderEffect handle )
-: ShaderEffect( handle )
+: ShaderEffect( handle ),
+ mNumberOfDimples( 1 )
{
}
std::ostringstream vertexShaderStringStream;
vertexShaderStringStream << "#define NUMBER_OF_DIMPLE "<< numberOfDimples << "\n";
std::string vertexShader(
+ "precision highp float;\n"
"uniform vec2 uCenter[ NUMBER_OF_DIMPLE ];\n"
"uniform float uRadius[ NUMBER_OF_DIMPLE ]; \n"
"uniform float uPercentage[ NUMBER_OF_DIMPLE ]; \n"
handle.SetRadius(i, 0.f);
handle.SetDistortion( i, 0.f );
}
- handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(5.f) );
+ handle.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(5.f) );
handle.SetTransparency( 0.5f );
return handle;