X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-effect.cpp;h=233a3a1b3c684b884f4a233151bbe590c911f26e;hp=3684e70022e5e3beb8876553ad7e562700b460ba;hb=40e6eada47390ac9be4db5fbe210cc5d23c8ebcd;hpb=ed63bc786cfe75f3ea8731ffa0d5d92d87a0131c diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp index 3684e70..233a3a1 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.cpp @@ -127,7 +127,7 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect() \n void main()\n {\n - vec4 position = vec4( aPosition.xy, 0.0, 1.0);\n + vec4 position = vec4( aPosition*uSize.xy, 0.0, 1.0);\n vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n vec3 normal = vec3(0.0,0.0,1.0);\n @@ -246,10 +246,9 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect() // change the coordinate origin from the top-left of the page to its center position.xy -= uPageSize * 0.5; \n }\n - position.z += aPosition.z;\n gl_Position = uMvpMatrix * position;\n // varying parameters for fragment shader - vTexCoord = aTexCoord; + vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n; vNormal = uNormalMatrix*normal;\n vPosition = uModelView * position;\n }\n @@ -271,11 +270,11 @@ ShaderEffect Dali::Toolkit::Internal::CreatePageTurnEffect() float spineShadowCoef = 1.0; \n // display page content // display back image of the page, flip the texture - if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n + if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( uTextureRect.p+uTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n // display front image of the page else texel = texture2D( sTexture, vTexCoord );\n // display book spine, a stripe of shadowed texture - float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n + float pixelPos = (vTexCoord.x-uTextureRect.s)*uPageSize.x; \n if(pixelPos < uSpineShadowParameter.x) \n {\n float x = pixelPos - uSpineShadowParameter.x;\n