X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=3a865887df41660421924edcca57b574d8ba5a68;hp=37f7f53ab16c0330b72028f0fc65c50fde5e70c4;hb=67c2962f7cb1a545a6ad10b8147c8558cc6f45ca;hpb=09502f5f09f1294ef5555e4efbf0e7e8115bfbc3 diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index 37f7f53..3a86588 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -31,6 +31,7 @@ // INTERNAL INCLUDES #include +#include #include #include #include @@ -88,38 +89,6 @@ const char* const SHADER_SHADOW_COLOR_PROPERTY_NAME = "uShadowColor"; const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty"; const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty"; -const char* const RENDER_SHADOW_VERTEX_SOURCE = - - " attribute mediump vec2 aPosition;\n" - " uniform mediump mat4 uMvpMatrix;\n" - " uniform mediump mat4 uModelMatrix;\n" - " uniform vec3 uSize;\n" - " varying vec2 vTexCoord;\n" - - " uniform mediump mat4 uLightCameraProjectionMatrix;\n" - " uniform mediump mat4 uLightCameraViewMatrix;\n" - "\n" - "void main()\n" - "{\n" - " mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n" - " vertexPosition.xyz *= uSize;\n" - " gl_Position = uMvpMatrix * vertexPosition;\n" - " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vertexPosition;\n" - " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n" - "}\n"; - -const char* const RENDER_SHADOW_FRAGMENT_SOURCE = - "varying mediump vec2 vTexCoord;\n" - "uniform lowp vec4 uShadowColor;\n" - "uniform sampler2D sTexture;\n" - - "void main()\n" - "{\n" - " lowp float alpha;\n" - " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n" - " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n" - "}\n"; - } // namespace ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale ) @@ -159,7 +128,9 @@ void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground) mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" ); mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER ); - Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) ); + Renderer shadowRenderer = CreateRenderer( SHADER_SHADOW_VIEW_RENDER_SHADER_VERT, SHADER_SHADOW_VIEW_RENDER_SHADER_FRAG, + Shader::Hint::OUTPUT_IS_TRANSPARENT, + Uint16Pair(20,20) ); TextureSet textureSet = shadowRenderer.GetTextures(); textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() ); mShadowPlane.AddRenderer( shadowRenderer );