MirrorEffect MirrorEffect::New()
{
- std::string vertextShader(
- "precision mediump float; \n"
+ std::string vertexShader(
"void main() \n"
"{ \n"
- " vec3 pos = aPosition; \n"
+ " mediump vec3 pos = aPosition; \n"
" pos.y = pos.y * 3.0; \n"
- " vec4 world = uModelView * vec4(pos,1.0); \n"
+ " mediump vec4 world = uModelView * vec4(pos,1.0); \n"
" gl_Position = uProjection * world; \n"
" vTexCoord = aTexCoord; \n"
"} \n" );
std::string fragmentShader(
- "uniform float uDepth; \n"
- "uniform float uAlpha; \n"
+ "uniform mediump float uDepth; \n"
+ "uniform mediump float uAlpha; \n"
"void main() \n"
"{ \n"
" if(vTexCoord.y < 1.0 / 3.0) \n"
" } \n"
" else \n"
" { \n"
- " float darkness = 3.0 - vTexCoord.y * 3.0; \n"
+ " highp float darkness = 3.0 - vTexCoord.y * 3.0; \n"
" darkness = (1.0 - 1.0 / uDepth + darkness * 1.0/ uDepth) * 0.65; \n"
- " vec4 color = texture2D(sTexture, vec2(vTexCoord.x, -vTexCoord.y *3.0 + 3.0)) * uColor; \n"
+ " highp vec4 color = texture2D(sTexture, vec2(vTexCoord.x, -vTexCoord.y *3.0 + 3.0)) * uColor; \n"
" color.a *= uAlpha; \n"
" gl_FragColor = color * vec4(darkness, darkness, darkness, darkness); \n"
" } \n"
// Create the implementation, temporarily owned on stack,
Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New(
- vertextShader,
+ vertexShader,
fragmentShader,
GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));