X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=optional%2Fdali-toolkit%2Fpublic-api%2Fshader-effects%2Fmirror-effect.cpp;h=8a11c06f83f7fd94f2c5c2c0fcd8da0812538fad;hp=2663567c2a5eea17d8e7b4df433672bd7410d892;hb=7d138e405ea2e5a116855616d3d9a5078dd56df0;hpb=4f47cceb532287509dc8b0f410e8922ce05e0324 diff --git a/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp b/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp index 2663567..8a11c06 100644 --- a/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp +++ b/optional/dali-toolkit/public-api/shader-effects/mirror-effect.cpp @@ -48,20 +48,19 @@ MirrorEffect::~MirrorEffect() MirrorEffect MirrorEffect::New() { - std::string vertextShader( - "precision mediump float; \n" + std::string vertexShader( "void main() \n" "{ \n" - " vec3 pos = aPosition; \n" + " mediump vec3 pos = aPosition; \n" " pos.y = pos.y * 3.0; \n" - " vec4 world = uModelView * vec4(pos,1.0); \n" + " mediump vec4 world = uModelView * vec4(pos,1.0); \n" " gl_Position = uProjection * world; \n" " vTexCoord = aTexCoord; \n" "} \n" ); std::string fragmentShader( - "uniform float uDepth; \n" - "uniform float uAlpha; \n" + "uniform mediump float uDepth; \n" + "uniform mediump float uAlpha; \n" "void main() \n" "{ \n" " if(vTexCoord.y < 1.0 / 3.0) \n" @@ -75,9 +74,9 @@ MirrorEffect MirrorEffect::New() " } \n" " else \n" " { \n" - " float darkness = 3.0 - vTexCoord.y * 3.0; \n" + " highp float darkness = 3.0 - vTexCoord.y * 3.0; \n" " darkness = (1.0 - 1.0 / uDepth + darkness * 1.0/ uDepth) * 0.65; \n" - " vec4 color = texture2D(sTexture, vec2(vTexCoord.x, -vTexCoord.y *3.0 + 3.0)) * uColor; \n" + " highp vec4 color = texture2D(sTexture, vec2(vTexCoord.x, -vTexCoord.y *3.0 + 3.0)) * uColor; \n" " color.a *= uAlpha; \n" " gl_FragColor = color * vec4(darkness, darkness, darkness, darkness); \n" " } \n" @@ -85,7 +84,7 @@ MirrorEffect MirrorEffect::New() // Create the implementation, temporarily owned on stack, Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New( - vertextShader, + vertexShader, fragmentShader, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));