X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=0d8119231690f1beea239b9f58093070e207a430;hp=f7ed731b05b2ec8fdcbd8af94dec1fe712b05bda;hb=d89ca5c663fa01a5b2e083f4141d90683e0a716a;hpb=f480580f722af6a08c05ddc2a338fb26a03daf73 diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index f7ed731..0d81192 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -165,16 +165,11 @@ const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * vec4( mixColor, 1.0 );\n }\n ); @@ -249,17 +244,12 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sDiffuse;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - vec4 visualMixColor = visualMixColor();\n + vec4 visualMixColor = vec4( mixColor, 1.0 );\n gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n }\n ); @@ -342,19 +332,14 @@ const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sGloss;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n vec4 glossMap = texture2D( sGloss, vTexCoord );\n - vec4 visualMixColor = visualMixColor();\n + vec4 visualMixColor = vec4( mixColor, 1.0 );\n float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n lightDiffuse = lightDiffuse * 0.5 + 0.5;\n