X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Falpha-discard-effect.h;h=fafd889ab825bb0e95d66d051c0c317feb36b4f6;hp=ec2fe7825c0836a9016102dae3cb155ebb74b4f3;hb=1d82abb8a1a514ce0af63004706135fb7883f89b;hpb=c1b7b114b63facaccd835b602cbd13e7869835a9 diff --git a/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h index ec2fe78..fafd889 100644 --- a/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h +++ b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H /* - * Copyright (c) 2019 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -26,10 +26,8 @@ namespace Dali { - namespace Toolkit { - /** * @brief Creates a new Alpha discard effect * @@ -47,26 +45,26 @@ namespace Toolkit inline Property::Map CreateAlphaDiscardEffect() { const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE = - "varying mediump vec2 vTexCoord; \n" - " \n" - "uniform sampler2D sTexture; \n" - "uniform lowp vec4 uColor; \n" - "void main() \n" - "{ \n" - " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n" - " if(color.a <= 0.0001) \n" - " { \n" - " discard; \n" - " } \n" - " gl_FragColor = color * uColor; \n" - "} \n"; + "varying mediump vec2 vTexCoord; \n" + " \n" + "uniform sampler2D sTexture; \n" + "uniform lowp vec4 uColor; \n" + "void main() \n" + "{ \n" + " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n" + " if(color.a <= 0.0001) \n" + " { \n" + " discard; \n" + " } \n" + " gl_FragColor = color * uColor; \n" + "} \n"; Property::Map map; Property::Map customShader; - customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE; + customShader[Visual::Shader::Property::FRAGMENT_SHADER] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE; - map[ Toolkit::Visual::Property::SHADER ] = customShader; + map[Toolkit::Visual::Property::SHADER] = customShader; return map; }