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%2Fsquare-dissolve-effect.cpp;h=0d3d3488a7417fbc4daf3d0009d3e5cf4d8e15ca;hp=89328fb9dd3753f1878b9d4e5e1fbac8a7387d85;hb=7d138e405ea2e5a116855616d3d9a5078dd56df0;hpb=d5e3ed5f5b1c8fdba3ae97ead8729620f54b3836 diff --git a/optional/dali-toolkit/public-api/shader-effects/square-dissolve-effect.cpp b/optional/dali-toolkit/public-api/shader-effects/square-dissolve-effect.cpp index 89328fb..0d3d348 100644 --- a/optional/dali-toolkit/public-api/shader-effects/square-dissolve-effect.cpp +++ b/optional/dali-toolkit/public-api/shader-effects/square-dissolve-effect.cpp @@ -51,18 +51,18 @@ SquareDissolveEffect SquareDissolveEffect::New() { // variable "uStep" range scope : [0.0, 1.0] std::string fragmentShader( - "uniform vec2 texSize; \n" - "uniform float uStep; \n" - "uniform float uRows; \n" - "uniform float uColumns; \n" - "void main() \n" - "{ \n" - " vec2 mosaicSize = vec2(1.0 / uRows, 1.0 / uColumns); \n" - " vec2 intXY = vec2(vTexCoord.x * texSize.x, vTexCoord.y * texSize.y); \n" - " vec2 XYMosaic = vec2(floor(intXY.x / mosaicSize.x) * mosaicSize.x, floor(intXY.y / mosaicSize.y) * mosaicSize.y); \n" - " vec2 UVMosaic = vec2(XYMosaic.x /texSize.x, XYMosaic.y / texSize.y); \n" - " vec4 noiseVec = texture2D(sEffect, UVMosaic); \n" - " float intensity = (noiseVec[0] + noiseVec[1] + noiseVec[2] + noiseVec[3]) / 4.0; \n" + "uniform mediump vec2 texSize;\n" + "uniform mediump float uStep;\n" + "uniform mediump float uRows;\n" + "uniform mediump float uColumns;\n" + "void main()\n" + "{\n" + " mediump vec2 mosaicSize = vec2(1.0 / uRows, 1.0 / uColumns); \n" + " mediump vec2 intXY = vec2(vTexCoord.x * texSize.x, vTexCoord.y * texSize.y); \n" + " mediump vec2 XYMosaic = vec2(floor(intXY.x / mosaicSize.x) * mosaicSize.x, floor(intXY.y / mosaicSize.y) * mosaicSize.y); \n" + " mediump vec2 UVMosaic = vec2(XYMosaic.x /texSize.x, XYMosaic.y / texSize.y); \n" + " mediump vec4 noiseVec = texture2D(sEffect, UVMosaic); \n" + " mediump float intensity = (noiseVec[0] + noiseVec[1] + noiseVec[2] + noiseVec[3]) / 4.0; \n" " if(intensity < uStep) \n" " gl_FragColor = vec4(0.1, 0.1, 0.1, 1.0); \n" " else \n"