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Switch to uppercase effect names
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3 files changed

+37
-37
lines changed

3 files changed

+37
-37
lines changed

src/shadermanager.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -34,8 +34,8 @@ static const char *TEXTURE_UNIT_UNIFORM = "u_skin";
3434
static const char *SKIN_SIZE_UNIFORM = "u_skinSize";
3535

3636
static const std::unordered_map<ShaderManager::Effect, const char *> EFFECT_TO_NAME = {
37-
{ ShaderManager::Effect::Color, "color" }, { ShaderManager::Effect::Brightness, "brightness" }, { ShaderManager::Effect::Ghost, "ghost" }, { ShaderManager::Effect::Fisheye, "fisheye" },
38-
{ ShaderManager::Effect::Whirl, "whirl" }, { ShaderManager::Effect::Pixelate, "pixelate" }, { ShaderManager::Effect::Mosaic, "mosaic" }
37+
{ ShaderManager::Effect::Color, "COLOR" }, { ShaderManager::Effect::Brightness, "BRIGHTNESS" }, { ShaderManager::Effect::Ghost, "GHOST" }, { ShaderManager::Effect::Fisheye, "FISHEYE" },
38+
{ ShaderManager::Effect::Whirl, "WHIRL" }, { ShaderManager::Effect::Pixelate, "PIXELATE" }, { ShaderManager::Effect::Mosaic, "MOSAIC" }
3939
};
4040

4141
static const std::unordered_map<ShaderManager::Effect, const char *> EFFECT_UNIFORM_NAME = {

src/shaders/sprite.frag

Lines changed: 32 additions & 32 deletions
Original file line numberDiff line numberDiff line change
@@ -6,34 +6,34 @@
66

77
precision mediump float;
88

9-
#ifdef ENABLE_color
9+
#ifdef ENABLE_COLOR
1010
uniform float u_color;
11-
#endif // ENABLE_color
11+
#endif // ENABLE_COLOR
1212

13-
#ifdef ENABLE_brightness
13+
#ifdef ENABLE_BRIGHTNESS
1414
uniform float u_brightness;
15-
#endif // ENABLE_brightness
15+
#endif // ENABLE_BRIGHTNESS
1616

17-
#ifdef ENABLE_ghost
17+
#ifdef ENABLE_GHOST
1818
uniform float u_ghost;
19-
#endif // ENABLE_ghost
19+
#endif // ENABLE_GHOST
2020

21-
#ifdef ENABLE_fisheye
21+
#ifdef ENABLE_FISHEYE
2222
uniform float u_fisheye;
23-
#endif // ENABLE_fisheye
23+
#endif // ENABLE_FISHEYE
2424

25-
#ifdef ENABLE_whirl
25+
#ifdef ENABLE_WHIRL
2626
uniform float u_whirl;
27-
#endif // ENABLE_whirl
27+
#endif // ENABLE_WHIRL
2828

29-
#ifdef ENABLE_pixelate
29+
#ifdef ENABLE_PIXELATE
3030
uniform float u_pixelate;
3131
uniform vec2 u_skinSize;
32-
#endif // ENABLE_pixelate
32+
#endif // ENABLE_PIXELATE
3333

34-
#ifdef ENABLE_mosaic
34+
#ifdef ENABLE_MOSAIC
3535
uniform float u_mosaic;
36-
#endif // ENABLE_mosaic
36+
#endif // ENABLE_MOSAIC
3737

3838
in vec2 v_texCoord;
3939
out vec4 fragColor;
@@ -43,7 +43,7 @@ uniform sampler2D u_skin;
4343
// Smaller values can cause problems on some mobile devices.
4444
const float epsilon = 1e-3;
4545

46-
#if defined(ENABLE_color)
46+
#if defined(ENABLE_COLOR)
4747
// Branchless color conversions based on code from:
4848
// http://www.chilliant.com/rgb2hsv.html by Ian Taylor
4949
// Based in part on work by Sam Hocevar and Emil Persson
@@ -99,27 +99,27 @@ vec3 convertHSV2RGB(vec3 hsv)
9999
float c = hsv.z * hsv.y;
100100
return rgb * c + hsv.z - c;
101101
}
102-
#endif // ENABLE_color
102+
#endif // ENABLE_COLOR
103103

104104
const vec2 kCenter = vec2(0.5, 0.5);
105105

106106
void main()
107107
{
108108
vec2 texcoord0 = v_texCoord;
109109

110-
#ifdef ENABLE_mosaic
110+
#ifdef ENABLE_MOSAIC
111111
texcoord0 = fract(u_mosaic * texcoord0);
112-
#endif // ENABLE_mosaic
112+
#endif // ENABLE_MOSAIC
113113

114-
#ifdef ENABLE_pixelate
114+
#ifdef ENABLE_PIXELATE
115115
{
116116
// TODO: clean up "pixel" edges
117117
vec2 pixelTexelSize = u_skinSize / u_pixelate;
118118
texcoord0 = (floor(texcoord0 * pixelTexelSize) + kCenter) / pixelTexelSize;
119119
}
120-
#endif // ENABLE_pixelate
120+
#endif // ENABLE_PIXELATE
121121

122-
#ifdef ENABLE_whirl
122+
#ifdef ENABLE_WHIRL
123123
{
124124
const float kRadius = 0.5;
125125
vec2 offset = texcoord0 - kCenter;
@@ -135,9 +135,9 @@ void main()
135135

136136
texcoord0 = rotationMatrix * offset + kCenter;
137137
}
138-
#endif // ENABLE_whirl
138+
#endif // ENABLE_WHIRL
139139

140-
#ifdef ENABLE_fisheye
140+
#ifdef ENABLE_FISHEYE
141141
{
142142
vec2 vec = (texcoord0 - kCenter) / kCenter;
143143
float vecLength = length(vec);
@@ -146,16 +146,16 @@ void main()
146146

147147
texcoord0 = kCenter + r * unit * kCenter;
148148
}
149-
#endif // ENABLE_fisheye
149+
#endif // ENABLE_FISHEYE
150150

151151
fragColor = texture(u_skin, texcoord0);
152152

153-
#if defined(ENABLE_color) || defined(ENABLE_brightness)
153+
#if defined(ENABLE_COLOR) || defined(ENABLE_BRIGHTNESS)
154154
// Divide premultiplied alpha values for proper color processing
155155
// Add epsilon to avoid dividing by 0 for fully transparent pixels
156156
fragColor.rgb = clamp(fragColor.rgb / (fragColor.a + epsilon), 0.0, 1.0);
157157

158-
#ifdef ENABLE_color
158+
#ifdef ENABLE_COLOR
159159
{
160160
vec3 hsv = convertRGB2HSV(fragColor.rgb);
161161

@@ -170,18 +170,18 @@ void main()
170170

171171
fragColor.rgb = convertHSV2RGB(hsv);
172172
}
173-
#endif // ENABLE_color
173+
#endif // ENABLE_COLOR
174174

175-
#ifdef ENABLE_brightness
175+
#ifdef ENABLE_BRIGHTNESS
176176
fragColor.rgb = clamp(fragColor.rgb + vec3(u_brightness), vec3(0), vec3(1));
177-
#endif // ENABLE_brightness
177+
#endif // ENABLE_BRIGHTNESS
178178

179179
// Re-multiply color values
180180
fragColor.rgb *= fragColor.a + epsilon;
181181

182-
#endif // defined(ENABLE_color) || defined(ENABLE_brightness)
182+
#endif // defined(ENABLE_COLOR) || defined(ENABLE_BRIGHTNESS)
183183

184-
#ifdef ENABLE_ghost
184+
#ifdef ENABLE_GHOST
185185
fragColor *= u_ghost;
186-
#endif // ENABLE_ghost
186+
#endif // ENABLE_GHOST
187187
}

test/shadermanager/shadermanager_test.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -39,17 +39,17 @@ class ShaderManagerTest : public testing::Test
3939
TEST_F(ShaderManagerTest, RegisteredEffects)
4040
{
4141
// Color
42-
GraphicsEffect *effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("color"));
42+
GraphicsEffect *effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("COLOR"));
4343
ASSERT_TRUE(effect);
4444
ASSERT_EQ(effect->effect(), ShaderManager::Effect::Color);
4545

4646
// Brightness
47-
effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("brightness"));
47+
effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("BRIGHTNESS"));
4848
ASSERT_TRUE(effect);
4949
ASSERT_EQ(effect->effect(), ShaderManager::Effect::Brightness);
5050

5151
// Ghost
52-
effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("ghost"));
52+
effect = dynamic_cast<GraphicsEffect *>(ScratchConfiguration::getGraphicsEffect("GHOST"));
5353
ASSERT_TRUE(effect);
5454
ASSERT_EQ(effect->effect(), ShaderManager::Effect::Ghost);
5555
}

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