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Updated shader source to set precision explicitly
[platform/core/uifw/dali-toolkit.git]
/
optional
/
dali-toolkit
/
public-api
/
shader-effects
/
mirror-effect.cpp
diff --git
a/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp
b/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp
index
2663567
..
8a11c06
100644
(file)
--- a/
optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp
+++ b/
optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp
@@
-48,20
+48,19
@@
MirrorEffect::~MirrorEffect()
MirrorEffect MirrorEffect::New()
{
MirrorEffect MirrorEffect::New()
{
- std::string vertextShader(
- "precision mediump float; \n"
+ std::string vertexShader(
"void main() \n"
"{ \n"
"void main() \n"
"{ \n"
- "
vec3 pos = aPosition;
\n"
+ "
mediump vec3 pos = aPosition;
\n"
" pos.y = pos.y * 3.0; \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(
" 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"
"void main() \n"
"{ \n"
" if(vTexCoord.y < 1.0 / 3.0) \n"
@@
-75,9
+74,9
@@
MirrorEffect MirrorEffect::New()
" } \n"
" else \n"
" { \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"
" 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"
" color.a *= uAlpha; \n"
" gl_FragColor = color * vec4(darkness, darkness, darkness, darkness); \n"
" } \n"
@@
-85,7
+84,7
@@
MirrorEffect MirrorEffect::New()
// Create the implementation, temporarily owned on stack,
Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New(
// Create the implementation, temporarily owned on stack,
Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New(
- vertex
t
Shader,
+ vertexShader,
fragmentShader,
GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
fragmentShader,
GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));