-//
-// 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/iris-effect.h>
namespace Dali
// append the default version
std::string vertexShader(
"uniform mediump vec2 uCenter;\n"
- "varying vec2 vRelativePosition;\n"
+ "varying mediump vec2 vRelativePosition;\n"
"\n"
"void main()\n"
"{\n"
- " vec4 world = uModelView * vec4(aPosition,1.0);\n"
+ " mediump vec4 world = uModelView * vec4(aPosition,1.0);\n"
" gl_Position = uProjection * world;\n"
" \n"
" vTexCoord = aTexCoord;\n"
"}\n");
std::string fragmentShader(
- "uniform float uRadius; \n"
- "uniform float uBlendFactor; \n"
- "varying vec2 vRelativePosition; \n"
+ "uniform mediump float uRadius; \n"
+ "uniform mediump float uBlendFactor; \n"
+ "varying mediump vec2 vRelativePosition; \n"
"void main() \n"
"{ \n"
- " float delta = (length(vRelativePosition) - uRadius); \n"
+ " mediump float delta = (length(vRelativePosition) - uRadius); \n"
" delta = clamp(0.0 - delta * uBlendFactor, 0.0, 1.0); \n"
" gl_FragColor = texture2D(sTexture, vTexCoord) * uColor; \n"
" gl_FragColor.a *= delta; \n"
}
}
-