X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-effect.h;h=9fc065a0e5d96e473be99e7393402565ae21e6e5;hp=5f35d201063760a73a3e95976f8601f0642bc159;hb=a2de9cf491172cd5da9dc9ed60b17683dab6d7bc;hpb=6e44b7e1d2a1ba9f24fb48751e8969eb63cfa716 diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h b/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h index 5f35d20..9fc065a 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h @@ -20,7 +20,7 @@ // EXTERNAL INCLUDES #include -#include +#include namespace Dali { @@ -32,7 +32,7 @@ namespace Internal { /** - * Create the shader to be used by the material + * Create the shader to be used by the renderer * @param[in] numberOfBubble How many groups of uniforms are used to control the bubble movement. * @return A handle to the newly created shader. */ @@ -48,14 +48,14 @@ inline Shader CreateBubbleShader( unsigned int numBubble ) uniform mediump float uGravity;\n // xy: the emit position of the bubble; zw: the destination of the bubble. // The bubble is moving from (xy) to (zw plus the y drop influenced by gravity). - uniform vec4 uStartAndEndPos[NUMBER_OF_BUBBLE];\n + uniform vec4 uStartEndPosition[NUMBER_OF_BUBBLE];\n // The undergoing percentage of the bubble movement. 0.0: start from emit position, 1.0: reach the destination uniform float uPercentage[NUMBER_OF_BUBBLE];\n uniform vec2 uInvertedMovementArea;\n // The bubble number is restricted by the available uniform num. - // To increase the displayed bubble, every uStartAndEndPos and uPercentage uniform is applied to a small bunch of bubbles (9 here) + // To increase the displayed bubble, every uStartEndPosition and uPercentage uniform is applied to a small bunch of bubbles (9 here) // The offset defines the random offset between bubbles within the bunch. - uniform vec2 offset[9];\n + uniform vec2 uOffset[9];\n // This uniform is used to change the bubble size during running time uniform float uDynamicScale;\n varying float vPercentage;\n @@ -67,7 +67,7 @@ inline Shader CreateBubbleShader( unsigned int numBubble ) int index = int(aIndex); \n //for some i between 0 ~ NUMBER_OF_BUBBLE-1: i,i+NUMBER_OF_BUBBLE, i+NUMBER_OF_BUBBLE*2, ... (up to i+NUMBER_OF_BUBBLE*8) belongs to the same bunch. int groupIdx = index / NUMBER_OF_BUBBLE;\n - // The bubbles within the same bunch applies the same uniforms uStartAndEndPos[idx] & uPercentage[idx] + // The bubbles within the same bunch applies the same uniforms uStartEndPosition[idx] & uPercentage[idx] int idx = index - groupIdx*NUMBER_OF_BUBBLE;\n float percentage = uPercentage[idx]; // early out if uPercentage is (zero || one) setting position to zero (zero sized triangles) @@ -76,9 +76,9 @@ inline Shader CreateBubbleShader( unsigned int numBubble ) gl_Position = vec4(0.0);\n return;\n }\n - vec4 startAndEnd = uStartAndEndPos[idx];\n + vec4 startAndEnd = uStartEndPosition[idx];\n // The final position is added up different offset for bubbles - startAndEnd.zw += offset[groupIdx];\n + startAndEnd.zw += uOffset[groupIdx];\n \n // increase the bubble size from 0% to 100% during the first 1/5 of movement & apply the dynamic scale // the new xy value containes both the new scale and new bubble position @@ -108,7 +108,7 @@ inline Shader CreateBubbleShader( unsigned int numBubble ) {\n // Get the emit pisition color, and Mix with the actor color mediump vec4 fragColor = texture2D(sBackground, vEffectTexCoord)*uColor;\n - // Apply the shape defined by the texture contained in the material + // Apply the shape defined by the texture contained sBubbleShape // And make the opacity being 0.7, and animate from 0.7 to 0 during the last 1/3 of movement fragColor.a *= texture2D(sBubbleShape, vTexCoord).a * ( 2.1 - max( vPercentage*2.1, 1.4 ) );\n gl_FragColor = fragColor;\n