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=9d0e24fb65b9f5b925b1f8090f558d2db5e04707;hb=a2de9cf491172cd5da9dc9ed60b17683dab6d7bc;hpb=a9e64686388c10743bf66a9c5d6e0aa06e198c70;ds=sidebyside diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h b/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h index 9d0e24f..9fc065a 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-effect.h @@ -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. */ @@ -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