-//
-// 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.
+ *
+ */
// CLASS HEADER
#include <dali-toolkit/public-api/shader-effects/nine-patch-mask-effect.h>
+// EXTERNAL INCLUDES
+#include <dali/public-api/shader-effects/shader-effect.h>
+
namespace Dali
{
static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
{
const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
+ "precision mediump float;\n"
"uniform vec2 uImageSize; \n"
"uniform vec2 uMaskSize; \n"
"varying vec2 vMaskTexCoord; \n"
"} \n";
const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
- "varying vec2 vMaskTexCoord; \n"
+ "varying mediump vec2 vMaskTexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
"} \n";
- ShaderEffect maskEffect = ShaderEffect::New( ALPHA_MASK_VERTEX_SHADER_SOURCE,
- ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+ ShaderEffect maskEffect = ShaderEffect::New(
+ ALPHA_MASK_VERTEX_SHADER_SOURCE,
+ ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
+ GeometryType( GEOMETRY_TYPE_IMAGE ),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
maskEffect.SetEffectImage( Image::New( maskImage ) );