X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Fpublic-api%2Fshader-effects%2Fbubble-effect%2Fbubble-effect.cpp;h=2a4f0436e3e126d3c25ea5e894def4373adff8ef;hp=d335d3781c4a28e126cfeb4404b4fe1ff542cff2;hb=b1794535bb9e63b0706dcbd92af82a13962b51c4;hpb=306d2f61a1b64179e801fa8a0bb2bd7b4e9dd682 diff --git a/dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.cpp b/dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.cpp index d335d37..2a4f043 100644 --- a/dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.cpp +++ b/dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2015 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -52,7 +52,7 @@ BubbleEffect::~BubbleEffect() { } -BubbleEffect BubbleEffect::New( unsigned int numberOfBubble, const std::string& shapeImagePath) +BubbleEffect BubbleEffect::New( unsigned int numberOfBubble) { std::ostringstream vertexShaderStringStream; vertexShaderStringStream << "#define NUMBER_OF_BUBBLE "<< numberOfBubble << "\n"; @@ -60,8 +60,6 @@ BubbleEffect BubbleEffect::New( unsigned int numberOfBubble, const std::string& " precision mediump float;\n" // the gravity applied to the y direction " uniform float uGravity; \n" - // Width of the texture in pixels - " uniform float uShapeWidth; \n" // xy: the emit position of the bubble; zw: the destinationof the bubble. // The bubble is moving from (xy) to (zw plus the y drop influenced by gravity). " uniform vec4 uStartAndEndPos[NUMBER_OF_BUBBLE];\n" @@ -118,9 +116,7 @@ BubbleEffect BubbleEffect::New( unsigned int numberOfBubble, const std::string& " gl_Position = uMvpMatrix * position;\n" "\n" // Add multiple bubble shapes in the effect - " mediump float texCoordX = floor( mod(startAndEnd.z, uShapeWidth) );\n " - " mediump float texCoordY = floor( mod(startAndEnd.w, uShapeWidth) );\n " - " vTexCoord = vec2( (texCoordX + aTexCoord.x)/ uShapeWidth,(texCoordY + aTexCoord.y)/ uShapeWidth );\n" + " vTexCoord = aTexCoord;\n" " vPercentage = percentage;\n" // Use the emit position color for the bubble " vEffectTexCoord = startAndEnd.xy * uInvertedMovementArea;\n" @@ -157,10 +153,6 @@ BubbleEffect BubbleEffect::New( unsigned int numberOfBubble, const std::string& handle.SetUniform( "uMagnification", 1.f ); handle.SetUniform( "uDynamicScale", 1.f ); - //Get pixel width of the shape - float width = Image::GetImageSize(shapeImagePath).width; - handle.SetUniform( "uShapeWidth", (width/EACH_WIDTH_PER_SHAPE) ); - Vector4 zeroVector; for( unsigned int i=0; i