Updated shader source to set precision explicitly
[platform/core/uifw/dali-toolkit.git] / optional / dali-toolkit / public-api / shader-effects / square-dissolve-effect.cpp
index 89328fb..0d3d348 100644 (file)
@@ -51,18 +51,18 @@ SquareDissolveEffect SquareDissolveEffect::New()
 {
   // variable "uStep" range scope : [0.0, 1.0]
   std::string fragmentShader(
-      "uniform  vec2   texSize;                   \n"
-      "uniform  float  uStep;                     \n"
-      "uniform  float  uRows;                     \n"
-      "uniform  float  uColumns;                  \n"
-      "void main()                                \n"
-      "{                                          \n"
-      "  vec2 mosaicSize = vec2(1.0 / uRows, 1.0 / uColumns);                               \n"
-      "  vec2 intXY = vec2(vTexCoord.x * texSize.x, vTexCoord.y * texSize.y);               \n"
-      "  vec2 XYMosaic = vec2(floor(intXY.x / mosaicSize.x) * mosaicSize.x, floor(intXY.y / mosaicSize.y) * mosaicSize.y); \n"
-      "  vec2 UVMosaic = vec2(XYMosaic.x /texSize.x, XYMosaic.y / texSize.y);               \n"
-      "  vec4 noiseVec = texture2D(sEffect, UVMosaic);                                      \n"
-      "  float intensity = (noiseVec[0] + noiseVec[1] + noiseVec[2] + noiseVec[3]) / 4.0;   \n"
+      "uniform  mediump vec2   texSize;\n"
+      "uniform  mediump float  uStep;\n"
+      "uniform  mediump float  uRows;\n"
+      "uniform  mediump float  uColumns;\n"
+      "void main()\n"
+      "{\n"
+      "  mediump vec2 mosaicSize = vec2(1.0 / uRows, 1.0 / uColumns);                               \n"
+      "  mediump vec2 intXY = vec2(vTexCoord.x * texSize.x, vTexCoord.y * texSize.y);               \n"
+      "  mediump vec2 XYMosaic = vec2(floor(intXY.x / mosaicSize.x) * mosaicSize.x, floor(intXY.y / mosaicSize.y) * mosaicSize.y); \n"
+      "  mediump vec2 UVMosaic = vec2(XYMosaic.x /texSize.x, XYMosaic.y / texSize.y);               \n"
+      "  mediump vec4 noiseVec = texture2D(sEffect, UVMosaic);                                      \n"
+      "  mediump float intensity = (noiseVec[0] + noiseVec[1] + noiseVec[2] + noiseVec[3]) / 4.0;   \n"
       "  if(intensity < uStep)                                                              \n"
       "    gl_FragColor = vec4(0.1, 0.1, 0.1, 1.0);                                         \n"
       "  else                                                                               \n"